2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
350 m_Tutorials
[ aX
] = 0x00;
351 m_TutorialsChanged
= false;
353 m_DailyQuestChanged
= false;
354 m_lastDailyQuestTime
= 0;
356 for (int i
=0; i
<MAX_TIMERS
; i
++)
357 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
359 m_MirrorTimerFlags
= UNDERWATER_NONE
;
360 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
366 m_deathExpireTime
= 0;
370 m_DetectInvTimer
= 1*IN_MILISECONDS
;
372 m_bgBattleGroundID
= 0;
373 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
374 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
376 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
377 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
381 m_logintime
= time(NULL
);
382 m_Last_tick
= m_logintime
;
383 m_WeaponProficiency
= 0;
384 m_ArmorProficiency
= 0;
387 m_canDualWield
= false;
388 m_canTitanGrip
= false;
391 m_temporaryUnsummonedPetNumber
= 0;
392 //cache for UNIT_CREATED_BY_SPELL to allow
393 //returning reagents for temporarily removed pets
394 //when dying/logging out
397 ////////////////////Rest System/////////////////////
404 rest_type
=REST_TYPE_NO
;
405 ////////////////////Rest System/////////////////////
407 m_mailsLoaded
= false;
408 m_mailsUpdated
= false;
410 m_nextMailDelivereTime
= 0;
412 m_resetTalentsCost
= 0;
413 m_resetTalentsTime
= 0;
414 m_itemUpdateQueueBlocked
= false;
416 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
417 m_forced_speed_changes
[i
] = 0;
421 /////////////////// Instance System /////////////////////
424 m_InstanceValid
= true;
425 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
429 for (int i
= 0; i
< BASEMOD_END
; i
++)
431 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
432 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
435 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
436 m_baseRatingValue
[i
] = 0;
438 m_baseSpellDamage
= 0;
439 m_baseSpellHealing
= 0;
444 m_lastHonorUpdateTime
= time(NULL
);
453 //Default movement to run mode
454 m_unit_movement_flags
= 0;
459 m_bgAfkReportedTimer
= 0;
460 m_contestedPvPTimer
= 0;
462 m_declinedname
= NULL
;
471 CleanupsBeforeDelete();
473 // it must be unloaded already in PlayerLogout and accessed only for loggined player
476 // Note: buy back item already deleted from DB when player was saved
477 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
484 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
487 //all mailed items should be deleted, also all mail should be deallocated
488 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
491 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
492 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
494 delete PlayerTalkClass
;
498 m_transport
->RemovePassenger(this);
501 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
503 delete ItemSetEff
[x
];
505 // clean up player-instance binds, may unload some instance saves
506 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
507 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
508 itr
->second
.save
->RemovePlayer(this);
510 delete m_declinedname
;
514 void Player::CleanupsBeforeDelete()
516 if(m_uint32Values
) // only for fully created Object
519 DuelComplete(DUEL_INTERUPTED
);
521 Unit::CleanupsBeforeDelete();
524 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
526 //FIXME: outfitId not used in player creating
528 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
532 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
535 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
539 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
545 SetMapId(info
->mapId
);
546 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
548 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
551 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
555 uint8 powertype
= cEntry
->powerType
;
557 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
558 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
563 SetDisplayId(info
->displayId_f
);
564 SetNativeDisplayId(info
->displayId_f
);
567 SetDisplayId(info
->displayId_m
);
568 SetNativeDisplayId(info
->displayId_m
);
571 sLog
.outError("Invalid gender %u for player",gender
);
576 setFactionForRace(m_race
);
578 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
580 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
581 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
582 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
583 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
584 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
585 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
587 // -1 is default value
588 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
590 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
591 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
592 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
594 SetUInt32Value( PLAYER_GUILDID
, 0 );
595 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
596 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
606 // set starting level
607 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
609 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
613 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
614 if(gm_level
> start_level
)
615 start_level
= gm_level
;
618 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
622 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
627 m_Last_tick
= time(NULL
);
628 m_Played_time
[0] = 0;
629 m_Played_time
[1] = 0;
631 // base stats and related field values
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProffesions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA
)
643 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
647 if(getPowerType() == POWER_RUNIC_POWER
)
649 SetPower(POWER_RUNE
, 8);
650 SetMaxPower(POWER_RUNE
, 8);
651 SetPower(POWER_RUNIC_POWER
, 0);
652 SetMaxPower(POWER_RUNIC_POWER
, 1000);
656 learnDefaultSpells();
658 // original action bar
659 std::list
<uint16
>::const_iterator action_itr
[4];
660 for(int i
=0; i
<4; i
++)
661 action_itr
[i
] = info
->action
[i
].begin();
663 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
666 for(int i
=0; i
<4 ;i
++)
667 taction
[i
] = (*action_itr
[i
]);
669 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
671 for(int i
=0; i
<4 ;i
++)
676 CharStartOutfitEntry
const* oEntry
= NULL
;
677 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
679 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
681 if(entry
->RaceClassGender
== RaceClassGender
)
691 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
693 if(oEntry
->ItemId
[j
] <= 0)
696 uint32 item_id
= oEntry
->ItemId
[j
];
699 // Hack for not existed item id in dbc 3.0.3
703 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
706 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 if(iProto
->Stackable
> 4)
722 if(iProto
->Stackable
> 2)
728 StoreNewItemInBestSlots(item_id
, count
);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
733 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
740 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
745 if( msg
== EQUIP_ERR_OK
)
747 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
748 EquipItem( eDest
, pItem
, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
753 ItemPosCountVec sDest
;
754 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
755 if( msg
== EQUIP_ERR_OK
)
757 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
758 pItem
= StoreItem( sDest
, pItem
, true);
761 // if this is ammo then use it
762 uint8 msg
= CanUseAmmo( pItem
->GetEntry() );
763 if( msg
== EQUIP_ERR_OK
)
764 SetAmmo( pItem
->GetEntry() );
768 // all item positions resolved
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
775 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
777 // attempt equip by one
778 while(titem_amount
> 0)
781 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
782 if( msg
!= EQUIP_ERR_OK
)
785 EquipNewItem( eDest
, titem_id
, true);
786 AutoUnequipOffhandIfNeed();
790 if(titem_amount
== 0)
791 return true; // equipped
794 ItemPosCountVec sDest
;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
797 if( msg
== EQUIP_ERR_OK
)
799 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
800 return true; // stored
803 // item can't be added
804 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
808 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
810 if (MaxValue
== DISABLED_MIRROR_TIMER
)
812 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
813 StopMirrorTimer(Type
);
816 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
817 data
<< (uint32
)Type
;
818 data
<< CurrentValue
;
822 data
<< (uint32
)0; // spell id
823 GetSession()->SendPacket( &data
);
826 void Player::StopMirrorTimer(MirrorTimerType Type
)
828 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
829 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
830 data
<< (uint32
)Type
;
831 GetSession()->SendPacket( &data
);
834 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
836 if(!isAlive() || isGameMaster())
839 // Absorb, resist some environmental damage type
842 if (type
== DAMAGE_LAVA
)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 else if (type
== DAMAGE_SLIME
)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
847 damage
-=absorb
+resist
;
849 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
850 data
<< uint64(GetGUID());
851 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
852 data
<< uint32(damage
);
853 data
<< uint32(absorb
);
854 data
<< uint32(resist
);
855 SendMessageToSet(&data
, true);
857 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
861 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
863 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
864 DurabilityLossAll(0.10f
,false);
865 // durability lost message
866 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
867 GetSession()->SendPacket(&data
);
870 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
874 int32
Player::getMaxTimer(MirrorTimerType timer
)
879 return MINUTE
*IN_MILISECONDS
;
882 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
883 return DISABLED_MIRROR_TIMER
;
884 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
885 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
886 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
887 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
888 return UnderWaterTime
;
893 return DISABLED_MIRROR_TIMER
;
894 return 1*IN_MILISECONDS
;
902 void Player::UpdateMirrorTimers()
904 // Desync flags for update on next HandleDrowning
905 if (m_MirrorTimerFlags
)
906 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
909 void Player::HandleDrowning(uint32 time_diff
)
911 if (!m_MirrorTimerFlags
)
915 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
917 // Breath timer not activated - activate it
918 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
920 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
921 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
923 else // If activated - do tick
925 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
926 // Timer limit - need deal damage
927 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
929 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
930 // Calculate and deal damage
931 // TODO: Check this formula
932 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
933 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
935 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
936 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
939 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
941 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
943 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
944 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
945 StopMirrorTimer(BREATH_TIMER
);
946 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
947 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
951 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
953 // Fatigue timer not activated - activate it
954 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
956 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
957 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
961 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
962 // Timer limit - need deal damage or teleport ghost to graveyard
963 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
965 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
966 if (isAlive()) // Calculate and deal damage
968 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
969 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
971 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
974 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
975 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
978 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
980 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
981 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
982 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
983 StopMirrorTimer(FATIGUE_TIMER
);
984 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
985 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
988 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
990 // Breath timer not activated - activate it
991 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
992 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
995 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
996 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
998 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
999 // Calculate and deal damage
1000 // TODO: Check this formula
1001 uint32 damage
= urand(600, 700);
1002 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1003 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1005 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1010 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1012 // Recheck timers flag
1013 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1014 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1015 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1017 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1020 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1023 ///The player sobers by 256 every 10 seconds
1024 void Player::HandleSobering()
1028 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1029 SetDrunkValue(drunk
);
1032 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1035 return DRUNKEN_SMASHED
;
1037 return DRUNKEN_DRUNK
;
1039 return DRUNKEN_TIPSY
;
1040 return DRUNKEN_SOBER
;
1043 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1045 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1047 m_drunk
= newDrunkenValue
;
1048 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1050 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1052 // special drunk invisibility detection
1053 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1054 m_detectInvisibilityMask
|= (1<<6);
1056 m_detectInvisibilityMask
&= ~(1<<6);
1058 if(newDrunkenState
== oldDrunkenState
)
1061 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1062 data
<< uint64(GetGUID());
1063 data
<< uint32(newDrunkenState
);
1064 data
<< uint32(itemId
);
1066 SendMessageToSet(&data
, true);
1069 void Player::Update( uint32 p_time
)
1075 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1080 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1081 m_nextMailDelivereTime
= 0;
1084 Unit::Update( p_time
);
1086 // update player only attacks
1087 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1089 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1092 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1094 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1097 time_t now
= time (NULL
);
1101 UpdateContestedPvP(p_time
);
1103 UpdateDuelFlag(now
);
1105 CheckDuelDistance(now
);
1107 UpdateAfkReport(now
);
1109 // Update items that have just a limited lifetime
1110 if (now
>m_Last_tick
)
1111 UpdateItemDuration(uint32(now
- m_Last_tick
));
1113 if (!m_timedquests
.empty())
1115 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1116 while (iter
!= m_timedquests
.end())
1118 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1119 if( q_status
.m_timer
<= p_time
)
1121 uint32 quest_id
= *iter
;
1122 ++iter
; // current iter will be removed in FailTimedQuest
1123 FailTimedQuest( quest_id
);
1127 q_status
.m_timer
-= p_time
;
1128 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1134 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1136 Unit
*pVictim
= getVictim();
1137 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1139 // default combat reach 10
1140 // TODO add weapon,skill check
1142 float pldistance
= ATTACK_DISTANCE
;
1144 if (isAttackReady(BASE_ATTACK
))
1146 if(!IsWithinDistInMap(pVictim
, pldistance
))
1148 setAttackTimer(BASE_ATTACK
,100);
1149 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1151 SendAttackSwingNotInRange();
1152 m_swingErrorMsg
= 1;
1155 //120 degrees of radiant range
1156 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1158 setAttackTimer(BASE_ATTACK
,100);
1159 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1161 SendAttackSwingBadFacingAttack();
1162 m_swingErrorMsg
= 2;
1167 m_swingErrorMsg
= 0; // reset swing error state
1169 // prevent base and off attack in same time, delay attack at 0.2 sec
1170 if(haveOffhandWeapon())
1172 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1173 if(off_att
< ATTACK_DISPLAY_DELAY
)
1174 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1176 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1177 resetAttackTimer(BASE_ATTACK
);
1181 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1183 if(!IsWithinDistInMap(pVictim
, pldistance
))
1185 setAttackTimer(OFF_ATTACK
,100);
1187 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1189 setAttackTimer(OFF_ATTACK
,100);
1193 // prevent base and off attack in same time, delay attack at 0.2 sec
1194 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1195 if(base_att
< ATTACK_DISPLAY_DELAY
)
1196 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1198 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1199 resetAttackTimer(OFF_ATTACK
);
1203 Unit
*owner
= pVictim
->GetOwner();
1204 Unit
*u
= owner
? owner
: pVictim
;
1205 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1208 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1213 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1215 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1217 int time_inn
= time(NULL
)-GetTimeInnEnter();
1218 if (time_inn
>= 10) //freeze update
1220 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1221 //speed collect rest bonus (section/in hour)
1222 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1223 UpdateInnerTime(time(NULL
));
1228 if(m_regenTimer
> 0)
1230 if(p_time
>= m_regenTimer
)
1233 m_regenTimer
-= p_time
;
1236 if (m_weaponChangeTimer
> 0)
1238 if(p_time
>= m_weaponChangeTimer
)
1239 m_weaponChangeTimer
= 0;
1241 m_weaponChangeTimer
-= p_time
;
1244 if (m_zoneUpdateTimer
> 0)
1246 if(p_time
>= m_zoneUpdateTimer
)
1248 uint32 newzone
, newarea
;
1249 GetZoneAndAreaId(newzone
,newarea
);
1251 if( m_zoneUpdateId
!= newzone
)
1252 UpdateZone(newzone
,newarea
); // also update area
1255 // use area updates as well
1256 // needed for free far all arenas for example
1257 if( m_areaUpdateId
!= newarea
)
1258 UpdateArea(newarea
);
1260 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1264 m_zoneUpdateTimer
-= p_time
;
1272 if (m_deathState
== JUST_DIED
)
1279 if(p_time
>= m_nextSave
)
1281 // m_nextSave reseted in SaveToDB call
1283 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1287 m_nextSave
-= p_time
;
1291 //Handle Water/drowning
1292 HandleDrowning(p_time
);
1294 //Handle detect stealth players
1295 if (m_DetectInvTimer
> 0)
1297 if (p_time
>= m_DetectInvTimer
)
1299 m_DetectInvTimer
= 3000;
1300 HandleStealthedUnitsDetection();
1303 m_DetectInvTimer
-= p_time
;
1307 if (now
> m_Last_tick
)
1309 uint32 elapsed
= uint32(now
- m_Last_tick
);
1310 m_Played_time
[0] += elapsed
; // Total played time
1311 m_Played_time
[1] += elapsed
; // Level played time
1317 m_drunkTimer
+= p_time
;
1319 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1323 // not auto-free ghost from body in instances
1324 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1326 if(p_time
>= m_deathTimer
)
1333 m_deathTimer
-= p_time
;
1336 UpdateEnchantTime(p_time
);
1337 UpdateHomebindTime(p_time
);
1340 SendUpdateToOutOfRangeGroupMembers();
1342 Pet
* pet
= GetPet();
1343 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1345 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1350 void Player::setDeathState(DeathState s
)
1352 uint32 ressSpellId
= 0;
1354 bool cur
= isAlive();
1356 if(s
== JUST_DIED
&& cur
)
1358 // drunken state is cleared on death
1360 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1363 clearResurrectRequestData();
1365 // remove form before other mods to prevent incorrect stats calculation
1366 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1368 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1369 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1371 // remove uncontrolled pets
1375 // save value before aura remove in Unit::setDeathState
1376 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1380 ressSpellId
= GetResurrectionSpellId();
1381 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1385 Unit::setDeathState(s
);
1387 // restore resurrection spell id for player after aura remove
1388 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1389 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1391 if(isAlive() && !cur
)
1393 //clear aura case after resurrection by another way (spells will be applied before next death)
1394 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1396 // restore default warrior stance
1397 if(getClass()== CLASS_WARRIOR
)
1398 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1402 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1404 Field
*fields
= result
->Fetch();
1406 *p_data
<< uint64(GetGUID());
1409 *p_data
<< uint8(getRace());
1410 uint8 pClass
= getClass();
1411 *p_data
<< uint8(pClass
);
1412 *p_data
<< uint8(getGender());
1414 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1415 *p_data
<< uint8(bytes
);
1416 *p_data
<< uint8(bytes
>> 8);
1417 *p_data
<< uint8(bytes
>> 16);
1418 *p_data
<< uint8(bytes
>> 24);
1420 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1421 *p_data
<< uint8(bytes
);
1423 *p_data
<< uint8(getLevel()); // player level
1424 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1425 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1426 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1427 *p_data
<< uint32(zoneId
);
1428 *p_data
<< uint32(GetMapId());
1430 *p_data
<< GetPositionX();
1431 *p_data
<< GetPositionY();
1432 *p_data
<< GetPositionZ();
1435 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1437 uint32 char_flags
= 0;
1438 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1439 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1440 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1441 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1442 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1443 char_flags
|= CHARACTER_FLAG_GHOST
;
1444 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1445 char_flags
|= CHARACTER_FLAG_RENAME
;
1446 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1447 char_flags
|= CHARACTER_FLAG_DECLINED
;
1449 *p_data
<< uint32(char_flags
); // character flags
1450 // character customize (flags?)
1451 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1452 *p_data
<< uint8(1); // unknown
1456 uint32 petDisplayId
= 0;
1457 uint32 petLevel
= 0;
1458 uint32 petFamily
= 0;
1460 // show pet at selection character in character list only for non-ghost character
1461 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1463 uint32 entry
= fields
[10].GetUInt32();
1464 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1467 petDisplayId
= fields
[11].GetUInt32();
1468 petLevel
= fields
[12].GetUInt32();
1469 petFamily
= cInfo
->family
;
1473 *p_data
<< uint32(petDisplayId
);
1474 *p_data
<< uint32(petLevel
);
1475 *p_data
<< uint32(petFamily
);
1478 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1480 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1481 uint32 item_id
= GetUInt32Value(visualbase
);
1482 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1483 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1485 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1487 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1488 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1494 *p_data
<< uint32(proto
->DisplayInfoID
);
1495 *p_data
<< uint8(proto
->InventoryType
);
1496 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1500 *p_data
<< uint32(0);
1501 *p_data
<< uint8(0);
1502 *p_data
<< uint32(0); // enchant?
1505 *p_data
<< uint32(0); // first bag display id
1506 *p_data
<< uint8(0); // first bag inventory type
1507 *p_data
<< uint32(0); // enchant?
1510 bool Player::ToggleAFK()
1512 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1514 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1516 // afk player not allowed in battleground
1517 if(state
&& InBattleGround())
1518 LeaveBattleground();
1523 bool Player::ToggleDND()
1525 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1527 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1530 uint8
Player::chatTag() const
1547 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1549 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1551 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1555 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1556 Pet
* pet
= GetPet();
1558 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1560 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1561 // don't let gm level > 1 either
1562 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1565 // client without expansion support
1566 if(GetSession()->Expansion() < mEntry
->Expansion())
1568 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1571 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1573 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1575 return false; // normal client can't teleport to this map...
1579 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1582 // if we were on a transport, leave
1583 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1585 m_transport
->RemovePassenger(this);
1587 m_movementInfo
.t_x
= 0.0f
;
1588 m_movementInfo
.t_y
= 0.0f
;
1589 m_movementInfo
.t_z
= 0.0f
;
1590 m_movementInfo
.t_o
= 0.0f
;
1591 m_movementInfo
.t_time
= 0;
1594 // The player was ported to another map and looses the duel immediately.
1595 // We have to perform this check before the teleport, otherwise the
1596 // ObjectAccessor won't find the flag.
1597 if (duel
&& GetMapId()!=mapid
)
1599 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1601 DuelComplete(DUEL_FLED
);
1604 // reset movement flags at teleport, because player will continue move with these flags after teleport
1605 SetUnitMovementFlags(0);
1607 if ((GetMapId() == mapid
) && (!m_transport
))
1609 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1611 //same map, only remove pet if out of range for new position
1612 if(pet
&& pet
->GetDistance(x
,y
,z
) >= OWNER_MAX_DISTANCE
)
1613 UnsummonPetTemporaryIfAny();
1616 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1619 // this will be used instead of the current location in SaveToDB
1620 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1621 SetFallInformation(0, z
);
1623 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1624 // at client packet MSG_MOVE_TELEPORT_ACK
1625 SetSemaphoreTeleportNear(true);
1626 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1627 if(!GetSession()->PlayerLogout())
1630 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1631 GetSession()->SendPacket(&data
);
1636 // far teleport to another map
1637 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1638 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1640 // Check enter rights before map getting to avoid creating instance copy for player
1641 // this check not dependent from map instance copy and same for all instance copies of selected map
1642 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1645 // If the map is not created, assume it is possible to enter it.
1646 // It will be created in the WorldPortAck.
1647 Map
*map
= MapManager::Instance().FindMap(mapid
);
1648 if (!map
|| map
->CanEnter(this))
1654 ResetContestedPvP();
1656 // remove player from battleground on far teleport (when changing maps)
1657 if(BattleGround
const* bg
= GetBattleGround())
1659 // Note: at battleground join battleground id set before teleport
1660 // and we already will found "current" battleground
1661 // just need check that this is targeted map or leave
1662 if(bg
->GetMapId() != mapid
)
1663 LeaveBattleground(false); // don't teleport to entry point
1666 // remove pet on map change
1668 UnsummonPetTemporaryIfAny();
1670 // remove all dyn objects
1671 RemoveAllDynObjects();
1673 // stop spellcasting
1674 // not attempt interrupt teleportation spell at caster teleport
1675 if(!(options
& TELE_TO_SPELL
))
1676 if(IsNonMeleeSpellCasted(true))
1677 InterruptNonMeleeSpells(true);
1679 if(!GetSession()->PlayerLogout())
1681 // send transfer packets
1682 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1683 data
<< uint32(mapid
);
1686 data
<< m_transport
->GetEntry() << GetMapId();
1688 GetSession()->SendPacket(&data
);
1690 data
.Initialize(SMSG_NEW_WORLD
, (20));
1693 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1697 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1699 GetSession()->SendPacket( &data
);
1700 SendSavedInstances();
1702 // remove from old map now
1703 if(oldmap
) oldmap
->Remove(this, false);
1706 // new final coordinates
1710 float final_o
= orientation
;
1714 final_x
+= m_movementInfo
.t_x
;
1715 final_y
+= m_movementInfo
.t_y
;
1716 final_z
+= m_movementInfo
.t_z
;
1717 final_o
+= m_movementInfo
.t_o
;
1720 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1721 SetFallInformation(0, final_z
);
1722 // if the player is saved before worldportack (at logout for example)
1723 // this will be used instead of the current location in SaveToDB
1725 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1727 // move packet sent by client always after far teleport
1728 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1729 SetSemaphoreTeleportFar(true);
1737 void Player::AddToWorld()
1739 ///- Do not add/remove the player from the object storage
1740 ///- It will crash when updating the ObjectAccessor
1741 ///- The player should only be added when logging in
1744 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1747 m_items
[i
]->AddToWorld();
1751 void Player::RemoveFromWorld()
1756 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1758 UnsummonAllTotems();
1763 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1766 m_items
[i
]->RemoveFromWorld();
1769 ///- Do not add/remove the player from the object storage
1770 ///- It will crash when updating the ObjectAccessor
1771 ///- The player should only be removed when logging out
1772 Unit::RemoveFromWorld();
1775 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1779 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1783 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1785 // talent who gave more rage on attack
1786 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1790 addRage
= damage
/rageconversion
*2.5;
1792 // Berserker Rage effect
1793 if(HasAura(18499,0))
1797 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1799 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1802 void Player::RegenerateAll()
1804 if (m_regenTimer
!= 0)
1806 uint32 regenDelay
= 2000;
1808 // Not in combat or they have regeneration
1809 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1810 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1813 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1815 Regenerate(POWER_RAGE
);
1816 if(getClass() == CLASS_DEATH_KNIGHT
)
1817 Regenerate(POWER_RUNIC_POWER
);
1821 Regenerate( POWER_ENERGY
);
1823 Regenerate( POWER_MANA
);
1825 if(getClass() == CLASS_DEATH_KNIGHT
)
1826 Regenerate( POWER_RUNE
);
1828 m_regenTimer
= regenDelay
;
1831 void Player::Regenerate(Powers power
)
1833 uint32 curValue
= GetPower(power
);
1834 uint32 maxValue
= GetMaxPower(power
);
1836 float addvalue
= 0.0f
;
1842 bool recentCast
= IsUnderLastManaUseEffect();
1843 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1846 // Mangos Updates Mana in intervals of 2s, which is correct
1847 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1851 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1854 case POWER_RAGE
: // Regenerate rage
1856 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1857 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1859 case POWER_ENERGY
: // Regenerate energy (rogue)
1862 case POWER_RUNIC_POWER
:
1864 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1865 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1869 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1870 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1871 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1874 case POWER_HAPPINESS
:
1878 // Mana regen calculated in Player::UpdateManaRegen()
1879 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1880 if(power
!= POWER_MANA
)
1882 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1883 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1884 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1885 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1888 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1890 curValue
+= uint32(addvalue
);
1891 if (curValue
> maxValue
)
1892 curValue
= maxValue
;
1896 if(curValue
<= uint32(addvalue
))
1899 curValue
-= uint32(addvalue
);
1901 SetPower(power
, curValue
);
1904 void Player::RegenerateHealth()
1906 uint32 curValue
= GetHealth();
1907 uint32 maxValue
= GetMaxHealth();
1909 if (curValue
>= maxValue
) return;
1911 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1913 float addvalue
= 0.0f
;
1916 if ( IsPolymorphed() )
1917 addvalue
= GetMaxHealth()/3;
1918 // normal regen case (maybe partly in combat case)
1919 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1921 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1924 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1925 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1926 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1928 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1929 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1935 // always regeneration bonus (including combat)
1936 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1941 ModifyHealth(int32(addvalue
));
1944 bool Player::CanInteractWithNPCs(bool alive
) const
1946 if(alive
&& !isAlive())
1954 bool Player::IsUnderWater() const
1956 return IsInWater() &&
1957 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1960 void Player::SetInWater(bool apply
)
1962 if(m_isInWater
==apply
)
1965 //define player in water by opcodes
1966 //move player's guid into HateOfflineList of those mobs
1967 //which can't swim and move guid back into ThreatList when
1969 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1970 m_isInWater
= apply
;
1972 // remove auras that need water/land
1973 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1975 getHostilRefManager().updateThreatTables();
1978 void Player::SetGameMaster(bool on
)
1982 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1984 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1986 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1987 ResetContestedPvP();
1989 getHostilRefManager().setOnlineOfflineState(false);
1992 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
1997 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
1998 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2000 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2001 setFactionForRace(getRace());
2002 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2004 // restore FFA PvP Server state
2005 if(sWorld
.IsFFAPvPRealm())
2006 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2008 // restore FFA PvP area state, remove not allowed for GM mounts
2009 UpdateArea(m_areaUpdateId
);
2011 getHostilRefManager().setOnlineOfflineState(true);
2014 ObjectAccessor::UpdateVisibilityForPlayer(this);
2017 void Player::SetGMVisible(bool on
)
2021 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2023 // Reapply stealth/invisibility if active or show if not any
2024 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2025 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2026 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2027 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2029 SetVisibility(VISIBILITY_ON
);
2033 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2035 SetAcceptWhispers(false);
2036 SetGameMaster(true);
2038 SetVisibility(VISIBILITY_OFF
);
2042 bool Player::IsGroupVisibleFor(Player
* p
) const
2044 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2046 default: return IsInSameGroupWith(p
);
2047 case 1: return IsInSameRaidWith(p
);
2048 case 2: return GetTeam()==p
->GetTeam();
2052 bool Player::IsInSameGroupWith(Player
const* p
) const
2054 return p
==this || GetGroup() != NULL
&&
2055 GetGroup() == p
->GetGroup() &&
2056 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2059 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2060 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2061 void Player::UninviteFromGroup()
2063 Group
* group
= GetGroupInvite();
2067 group
->RemoveInvite(this);
2069 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2071 if(group
->IsCreated())
2073 group
->Disband(true);
2074 objmgr
.RemoveGroup(group
);
2077 group
->RemoveAllInvites();
2083 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2087 if (group
->RemoveMember(guid
, 0) <= 1)
2089 // group->Disband(); already disbanded in RemoveMember
2090 objmgr
.RemoveGroup(group
);
2092 // removemember sets the player's group pointer to NULL
2097 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2099 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2100 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2101 data
<< uint32(GivenXP
+RestXP
); // given experience
2102 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2105 data
<< uint32(GivenXP
); // experience without rested bonus
2106 data
<< float(1); // 1 - none 0 - 100% group bonus output
2108 data
<< uint8(0); // new 2.4.0
2109 GetSession()->SendPacket(&data
);
2112 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2120 uint32 level
= getLevel();
2122 // XP to money conversion processed in Player::RewardQuest
2123 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2126 // handle SPELL_AURA_MOD_XP_PCT auras
2127 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2128 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2129 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2131 // XP resting bonus for kill
2132 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2134 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2136 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2137 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2138 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2140 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2144 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2145 GiveLevel(level
+ 1);
2148 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2151 SetUInt32Value(PLAYER_XP
, newXP
);
2154 // Update player to next level
2155 // Current player experience not update (must be update by caller)
2156 void Player::GiveLevel(uint32 level
)
2158 if ( level
== getLevel() )
2161 PlayerLevelInfo info
;
2162 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2164 PlayerClassLevelInfo classInfo
;
2165 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2167 // send levelup info to client
2168 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2169 data
<< uint32(level
);
2170 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2171 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2172 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2180 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2181 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2183 GetSession()->SendPacket(&data
);
2185 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2187 //update level, max level of skills
2188 if(getLevel()!= level
)
2189 m_Played_time
[1] = 0; // Level Played Time reset
2191 UpdateSkillsForLevel ();
2193 // save base values (bonuses already included in stored stats
2194 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2195 SetCreateStat(Stats(i
), info
.stats
[i
]);
2197 SetCreateHealth(classInfo
.basehealth
);
2198 SetCreateMana(classInfo
.basemana
);
2200 InitTalentForLevel();
2201 InitTaxiNodesForLevel();
2202 InitGlyphsForLevel();
2206 // set current level health and mana/energy to maximum after applying all mods.
2207 SetHealth(GetMaxHealth());
2208 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2209 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2210 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2211 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2212 SetPower(POWER_FOCUS
, 0);
2213 SetPower(POWER_HAPPINESS
, 0);
2215 // give level to summoned pet
2216 Pet
* pet
= GetPet();
2217 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2218 pet
->GivePetLevel(level
);
2219 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2222 void Player::InitTalentForLevel()
2224 uint32 level
= getLevel();
2225 // talents base at level diff ( talents = level - 9 but some can be used already)
2228 // Remove all talent points
2229 if(m_usedTalentCount
> 0) // Free any used talents
2232 SetFreeTalentPoints(0);
2237 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2239 // if used more that have then reset
2240 if(m_usedTalentCount
> talentPointsForLevel
)
2242 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2245 SetFreeTalentPoints(0);
2247 // else update amount of free points
2249 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2253 void Player::InitStatsForLevel(bool reapplyMods
)
2255 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2256 _RemoveAllStatBonuses();
2258 PlayerClassLevelInfo classInfo
;
2259 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2261 PlayerLevelInfo info
;
2262 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2264 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2265 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2267 UpdateSkillsForLevel ();
2269 // set default cast time multiplier
2270 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2272 // reset size before reapply auras
2273 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2275 // save base values (bonuses already included in stored stats
2276 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2277 SetCreateStat(Stats(i
), info
.stats
[i
]);
2279 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2280 SetStat(Stats(i
), info
.stats
[i
]);
2282 SetCreateHealth(classInfo
.basehealth
);
2285 SetCreateMana(classInfo
.basemana
);
2287 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2291 //reset rating fields values
2292 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2293 SetUInt32Value(index
, 0);
2295 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2296 for (int i
= 0; i
< 7; i
++)
2298 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2299 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2300 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2303 //reset attack power, damage and attack speed fields
2304 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2305 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2306 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2308 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2309 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2310 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2311 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2312 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2313 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2315 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2316 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2317 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2318 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2319 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2320 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2322 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2323 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2324 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2325 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2327 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2328 for (uint8 i
= 0; i
< 7; ++i
)
2329 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2331 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2332 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2333 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2336 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2338 // set armor (resistance 0) to original value (create_agility*2)
2339 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2340 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2341 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2342 // set other resistance to original value (0)
2343 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2345 SetResistance(SpellSchools(i
), 0);
2346 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2347 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2350 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2351 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2352 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2354 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2355 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2357 // Reset no reagent cost field
2358 for(int i
= 0; i
< 3; i
++)
2359 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2360 // Init data for form but skip reapply item mods for form
2361 InitDataForForm(reapplyMods
);
2364 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2365 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2367 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2369 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2370 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2372 // cleanup unit flags (will be re-applied if need at aura load).
2373 RemoveFlag( UNIT_FIELD_FLAGS
,
2374 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2375 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2376 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2377 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2378 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2379 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2381 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2383 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2384 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2386 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2387 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2389 // restore if need some important flags
2390 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2392 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2393 _ApplyAllStatBonuses();
2395 // set current level health and mana/energy to maximum after applying all mods.
2396 SetHealth(GetMaxHealth());
2397 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2398 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2399 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2400 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2401 SetPower(POWER_FOCUS
, 0);
2402 SetPower(POWER_HAPPINESS
, 0);
2403 SetPower(POWER_RUNIC_POWER
, 0);
2406 void Player::SendInitialSpells()
2408 time_t curTime
= time(NULL
);
2409 time_t infTime
= curTime
+ MONTH
/2;
2411 uint16 spellCount
= 0;
2413 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2416 size_t countPos
= data
.wpos();
2417 data
<< uint16(spellCount
); // spell count placeholder
2419 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2421 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2424 if(!itr
->second
->active
|| itr
->second
->disabled
)
2427 data
<< uint16(itr
->first
);
2428 data
<< uint16(0); // it's not slot id
2433 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2435 uint16 spellCooldowns
= m_spellCooldowns
.size();
2436 data
<< uint16(spellCooldowns
);
2437 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2439 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2443 // not send infinity cooldown
2444 if(itr
->second
.end
> infTime
)
2447 data
<< uint16(itr
->first
);
2449 time_t cooldown
= 0;
2450 if(itr
->second
.end
> curTime
)
2451 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2453 data
<< uint16(itr
->second
.itemid
); // cast item id
2454 data
<< uint16(sEntry
->Category
); // spell category
2455 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2457 data
<< uint32(0); // cooldown
2458 data
<< uint32(cooldown
); // category cooldown
2462 data
<< uint32(cooldown
); // cooldown
2463 data
<< uint32(0); // category cooldown
2467 GetSession()->SendPacket(&data
);
2469 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2472 void Player::RemoveMail(uint32 id
)
2474 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2476 if ((*itr
)->messageID
== id
)
2478 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2485 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2487 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2488 data
<< (uint32
) mailId
;
2489 data
<< (uint32
) mailAction
;
2490 data
<< (uint32
) mailError
;
2491 if ( mailError
== MAIL_ERR_BAG_FULL
)
2492 data
<< (uint32
) equipError
;
2493 else if( mailAction
== MAIL_ITEM_TAKEN
)
2495 data
<< (uint32
) item_guid
; // item guid low?
2496 data
<< (uint32
) item_count
; // item count?
2498 GetSession()->SendPacket(&data
);
2501 void Player::SendNewMail()
2503 // deliver undelivered mail
2504 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2506 GetSession()->SendPacket(&data
);
2509 void Player::UpdateNextMailTimeAndUnreads()
2511 // calculate next delivery time (min. from non-delivered mails
2512 // and recalculate unReadMail
2513 time_t cTime
= time(NULL
);
2514 m_nextMailDelivereTime
= 0;
2516 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2518 if((*itr
)->deliver_time
> cTime
)
2520 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2521 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2523 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2528 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2530 if(deliver_time
<= time(NULL
)) // ready now
2535 else // not ready and no have ready mails
2537 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2538 m_nextMailDelivereTime
= deliver_time
;
2542 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2544 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2547 // do character spell book cleanup (all characters)
2548 if(!IsInWorld() && !learning
) // spell load case
2550 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2551 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2554 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2559 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2561 // do character spell book cleanup (all characters)
2562 if(!IsInWorld() && !learning
) // spell load case
2564 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2565 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2568 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2573 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2575 bool dependent_set
= false;
2576 bool disabled_case
= false;
2577 bool superceded_old
= false;
2579 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2580 if (itr
!= m_spells
.end())
2582 uint32 next_active_spell_id
= 0;
2583 // fix activate state for non-stackable low rank (and find next spell for !active case)
2584 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2586 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2587 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2589 if(HasSpell(next_itr
->second
))
2591 // high rank already known so this must !active
2593 next_active_spell_id
= next_itr
->second
;
2599 // not do anything if already known in expected state
2600 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2601 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2603 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2604 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2609 // dependent spell known as not dependent, overwrite state
2610 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2612 itr
->second
->dependent
= dependent
;
2613 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2614 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2615 dependent_set
= true;
2618 // update active state for known spell
2619 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2621 itr
->second
->active
= active
;
2623 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2624 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2625 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2626 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2630 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2631 CastSpell (this,spell_id
,true);
2633 else if(IsInWorld())
2635 if(next_active_spell_id
)
2637 // update spell ranks in spellbook and action bar
2638 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2639 data
<< uint16(spell_id
);
2640 data
<< uint16(next_active_spell_id
);
2641 GetSession()->SendPacket( &data
);
2645 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2646 data
<< uint16(spell_id
);
2647 GetSession()->SendPacket(&data
);
2651 return active
; // learn (show in spell book if active now)
2654 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2656 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2657 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2658 itr
->second
->disabled
= disabled
;
2663 disabled_case
= true;
2665 else switch(itr
->second
->state
)
2667 case PLAYERSPELL_UNCHANGED
: // known saved spell
2669 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2672 m_spells
.erase(itr
);
2673 state
= PLAYERSPELL_CHANGED
;
2674 break; // need re-add
2676 default: // known not saved yet spell (new or modified)
2678 // can be in case spell loading but learned at some previous spell loading
2679 if(!IsInWorld() && !learning
&& !dependent_set
)
2680 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2687 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2689 // talent: unlearn all other talent ranks (high and low)
2690 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2692 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2694 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2696 // skip learning spell and no rank spell case
2697 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2698 if(!rankSpellId
|| rankSpellId
==spell_id
)
2701 removeSpell(rankSpellId
);
2705 // non talent spell: learn low ranks (recursive call)
2706 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2708 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2709 addSpell(prev_spell
,active
,true,true,disabled
);
2710 else // at normal learning
2711 learnSpell(prev_spell
,true);
2714 PlayerSpell
*newspell
= new PlayerSpell
;
2715 newspell
->state
= state
;
2716 newspell
->active
= active
;
2717 newspell
->dependent
= dependent
;
2718 newspell
->disabled
= disabled
;
2720 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2721 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2723 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2725 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2726 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2727 if(!i_spellInfo
) continue;
2729 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2731 if(itr
->second
->active
)
2733 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2735 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2737 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2738 data
<< uint16(itr
->first
);
2739 data
<< uint16(spell_id
);
2740 GetSession()->SendPacket( &data
);
2743 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2744 itr
->second
->active
= false;
2745 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2746 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2747 superceded_old
= true; // new spell replace old in action bars and spell book.
2749 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2751 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2753 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2754 data
<< uint16(spell_id
);
2755 data
<< uint16(itr
->first
);
2756 GetSession()->SendPacket( &data
);
2759 // mark new spell as disable (not learned yet for client and will not learned)
2760 newspell
->active
= false;
2761 if(newspell
->state
!= PLAYERSPELL_NEW
)
2762 newspell
->state
= PLAYERSPELL_CHANGED
;
2769 m_spells
[spell_id
] = newspell
;
2771 // return false if spell disabled
2772 if (newspell
->disabled
)
2776 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2778 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2779 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2780 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2782 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2783 CastSpell(this, spell_id
, true);
2785 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2786 else if (IsPassiveSpell(spell_id
))
2788 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2789 CastSpell(this, spell_id
, true);
2791 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2793 CastSpell(this, spell_id
, true);
2797 // update used talent points count
2798 m_usedTalentCount
+= talentCost
;
2800 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2801 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2803 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2804 SetFreePrimaryProffesions(freeProfs
-1);
2807 // add dependent skills
2808 uint16 maxskill
= GetMaxSkillValueForLevel();
2810 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2814 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2815 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2817 if(skill_value
< spellLearnSkill
->value
)
2818 skill_value
= spellLearnSkill
->value
;
2820 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2822 if(skill_max_value
< new_skill_max_value
)
2823 skill_max_value
= new_skill_max_value
;
2825 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2829 // not ranked skills
2830 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2831 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2833 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2835 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2839 if(HasSkill(pSkill
->id
))
2842 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2843 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2844 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2846 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2848 case SKILL_RANGE_LANGUAGE
:
2849 SetSkill(pSkill
->id
, 300, 300 );
2851 case SKILL_RANGE_LEVEL
:
2852 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2854 case SKILL_RANGE_MONO
:
2855 SetSkill(pSkill
->id
, 1, 1 );
2864 // learn dependent spells
2865 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2866 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2868 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2870 if(!itr
->second
.autoLearned
)
2872 if(!IsInWorld() || !itr
->second
.active
) // at spells loading, no output, but allow save
2873 addSpell(itr
->second
.spell
,itr
->second
.active
,true,true,false);
2874 else // at normal learning
2875 learnSpell(itr
->second
.spell
,true);
2881 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
2882 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,spell_id
);
2885 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2886 return active
&& !disabled
&& !superceded_old
;
2889 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2891 bool need_cast
= false;
2893 switch(spellInfo
->Id
)
2895 // some spells not have stance data expacted cast at form change or present
2896 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2897 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2898 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2899 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2900 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2901 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2902 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2903 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2904 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2905 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2906 // another spells have proper stance data
2907 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2910 //Check CasterAuraStates
2911 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
2914 void Player::learnSpell(uint32 spell_id
, bool dependent
)
2916 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2918 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2919 bool active
= disabled
? itr
->second
->active
: true;
2921 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
2923 // learn all disabled higher ranks (recursive)
2926 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2927 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2929 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2930 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
2931 learnSpell(i
->second
,false);
2935 // prevent duplicated entires in spell book, also not send if not in world (loading)
2936 if(!learning
|| !IsInWorld ())
2939 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2940 data
<< uint32(spell_id
);
2941 GetSession()->SendPacket(&data
);
2944 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
2946 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2947 if (itr
== m_spells
.end())
2950 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2953 // unlearn non talent higher ranks (recursive)
2954 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2955 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2956 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2957 removeSpell(itr2
->second
,disabled
);
2959 bool cur_active
= itr
->second
->active
;
2960 bool cur_dependent
= itr
->second
->dependent
;
2964 itr
->second
->disabled
= disabled
;
2965 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2966 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2970 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2973 m_spells
.erase(itr
);
2976 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2979 RemoveAurasDueToSpell(spell_id
);
2982 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2983 RemovePetAura(petSpell
);
2985 // free talent points
2986 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2989 if(talentCosts
< m_usedTalentCount
)
2990 m_usedTalentCount
-= talentCosts
;
2992 m_usedTalentCount
= 0;
2995 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2996 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2998 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2999 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3000 SetFreePrimaryProffesions(freeProfs
);
3003 // remove dependent skill
3004 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3007 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3008 if(!prev_spell
) // first rank, remove skill
3009 SetSkill(spellLearnSkill
->skill
,0,0);
3012 // search prev. skill setting by spell ranks chain
3013 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3014 while(!prevSkill
&& prev_spell
)
3016 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3017 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3020 if(!prevSkill
) // not found prev skill setting, remove skill
3021 SetSkill(spellLearnSkill
->skill
,0,0);
3022 else // set to prev. skill setting values
3024 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3025 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3027 if(skill_value
> prevSkill
->value
)
3028 skill_value
= prevSkill
->value
;
3030 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3032 if(skill_max_value
> new_skill_max_value
)
3033 skill_max_value
= new_skill_max_value
;
3035 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3042 // not ranked skills
3043 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3044 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3046 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3048 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3052 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3053 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3054 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3056 // not reset skills for professions and racial abilities
3057 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3058 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3061 SetSkill(pSkill
->id
, 0, 0 );
3066 // remove dependent spells
3067 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3068 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3070 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3071 removeSpell(itr2
->second
.spell
, disabled
);
3073 // activate lesser rank in spellbook/action bar, and cast it if need
3074 bool prev_activate
= false;
3076 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3078 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3080 // if talent then lesser rank also talent and need learn
3082 learnSpell (prev_id
,false);
3083 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3084 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3086 // need manually update dependence state (learn spell ignore like attempts)
3087 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3088 if (prev_itr
!= m_spells
.end())
3090 if(prev_itr
->second
->dependent
!= cur_dependent
)
3092 prev_itr
->second
->dependent
= cur_dependent
;
3093 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3094 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3097 // now re-learn if need re-activate
3098 if(cur_active
&& !prev_itr
->second
->active
)
3100 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3102 if(update_action_bar_for_low_rank
)
3104 // downgrade spell ranks in spellbook and action bar
3105 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3106 data
<< uint16(spell_id
);
3107 data
<< uint16(prev_id
);
3108 GetSession()->SendPacket( &data
);
3109 prev_activate
= true;
3117 // remove from spell book if not replaced by lesser rank
3120 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3121 data
<< uint16(spell_id
);
3122 GetSession()->SendPacket(&data
);
3126 void Player::RemoveArenaSpellCooldowns()
3128 // remove cooldowns on spells that has < 15 min CD
3129 SpellCooldowns::iterator itr
, next
;
3130 // iterate spell cooldowns
3131 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3135 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3136 // check if spellentry is present and if the cooldown is less than 15 mins
3138 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3139 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3142 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3143 data
<< uint32(itr
->first
);
3144 data
<< uint64(GetGUID());
3145 GetSession()->SendPacket(&data
);
3147 m_spellCooldowns
.erase(itr
);
3152 void Player::RemoveAllSpellCooldown()
3154 if(!m_spellCooldowns
.empty())
3156 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3158 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3159 data
<< uint32(itr
->first
);
3160 data
<< uint64(GetGUID());
3161 GetSession()->SendPacket(&data
);
3163 m_spellCooldowns
.clear();
3167 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3169 // some cooldowns can be already set at aura loading...
3171 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3175 time_t curTime
= time(NULL
);
3179 Field
*fields
= result
->Fetch();
3181 uint32 spell_id
= fields
[0].GetUInt32();
3182 uint32 item_id
= fields
[1].GetUInt32();
3183 time_t db_time
= (time_t)fields
[2].GetUInt64();
3185 if(!sSpellStore
.LookupEntry(spell_id
))
3187 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3191 // skip outdated cooldown
3192 if(db_time
<= curTime
)
3195 AddSpellCooldown(spell_id
, item_id
, db_time
);
3197 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3199 while( result
->NextRow() );
3205 void Player::_SaveSpellCooldowns()
3207 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3209 time_t curTime
= time(NULL
);
3210 time_t infTime
= curTime
+ MONTH
/2;
3212 // remove outdated and save active
3213 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3215 if(itr
->second
.end
<= curTime
)
3216 m_spellCooldowns
.erase(itr
++);
3217 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3219 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3227 uint32
Player::resetTalentsCost() const
3229 // The first time reset costs 1 gold
3230 if(m_resetTalentsCost
< 1*GOLD
)
3233 else if(m_resetTalentsCost
< 5*GOLD
)
3235 // After that it increases in increments of 5 gold
3236 else if(m_resetTalentsCost
< 10*GOLD
)
3240 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3243 // This cost will be reduced by a rate of 5 gold per month
3244 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3245 // to a minimum of 10 gold.
3246 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3250 // After that it increases in increments of 5 gold
3251 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3252 // until it hits a cap of 50 gold.
3253 if(new_cost
> 50*GOLD
)
3260 bool Player::resetTalents(bool no_cost
)
3262 // not need after this call
3263 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3265 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3266 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3269 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3271 if (m_usedTalentCount
== 0)
3273 SetFreeTalentPoints(talentPointsForLevel
);
3281 cost
= resetTalentsCost();
3283 if (GetMoney() < cost
)
3285 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3290 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3292 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3294 if (!talentInfo
) continue;
3296 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3301 // unlearn only talents for character class
3302 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3303 // to prevent unexpected lost normal learned spell skip another class talents
3304 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3307 for (int j
= 0; j
< MAX_TALENT_RANK
; j
++)
3309 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3311 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3317 // remove learned spells (all ranks)
3318 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3320 // unlearn if first rank is talent or learned by talent
3321 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3323 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3324 itr
= GetSpellMap().begin();
3333 SetFreeTalentPoints(talentPointsForLevel
);
3337 ModifyMoney(-(int32
)cost
);
3338 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3340 m_resetTalentsCost
= cost
;
3341 m_resetTalentsTime
= time(NULL
);
3344 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3345 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3349 m_canTitanGrip
= false;
3350 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3351 AutoUnequipOffhandIfNeed();
3357 Mail
* Player::GetMail(uint32 id
)
3359 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3361 if ((*itr
)->messageID
== id
)
3369 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3373 Object::_SetCreateBits(updateMask
, target
);
3377 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3379 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3380 updateMask
->SetBit(index
);
3385 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3389 Object::_SetUpdateBits(updateMask
, target
);
3393 Object::_SetUpdateBits(updateMask
, target
);
3394 *updateMask
&= updateVisualBits
;
3398 void Player::InitVisibleBits()
3400 updateVisualBits
.SetCount(PLAYER_END
);
3402 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3403 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3404 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3405 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3406 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3407 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3408 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3409 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3410 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3411 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3412 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3413 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3414 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3415 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3416 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3417 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3418 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3419 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3420 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3421 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3422 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3423 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3424 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3425 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3426 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3427 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3428 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3429 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3430 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3431 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3432 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3433 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3434 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3435 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3436 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3437 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3438 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3439 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3440 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3441 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3442 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3443 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3444 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3445 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3446 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3447 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3448 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3449 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3450 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3451 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3452 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3453 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3454 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3455 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3456 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3458 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3459 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3460 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3461 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3462 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3463 updateVisualBits
.SetBit(PLAYER_BYTES
);
3464 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3465 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3466 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3467 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3469 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3470 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3471 updateVisualBits
.SetBit(i
);
3473 // Players visible items are not inventory stuff
3474 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3476 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3479 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3480 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3483 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3485 // item enchantments
3486 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3487 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3489 // random properties
3490 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3491 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3492 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3495 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3498 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3500 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3502 if(m_items
[i
] == NULL
)
3505 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3510 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3512 if(m_items
[i
] == NULL
)
3515 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3517 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3519 if(m_items
[i
] == NULL
)
3522 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3526 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3529 void Player::DestroyForPlayer( Player
*target
) const
3531 Unit::DestroyForPlayer( target
);
3533 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3535 if(m_items
[i
] == NULL
)
3538 m_items
[i
]->DestroyForPlayer( target
);
3543 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3545 if(m_items
[i
] == NULL
)
3548 m_items
[i
]->DestroyForPlayer( target
);
3550 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3552 if(m_items
[i
] == NULL
)
3555 m_items
[i
]->DestroyForPlayer( target
);
3560 bool Player::HasSpell(uint32 spell
) const
3562 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3563 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3564 !itr
->second
->disabled
);
3567 bool Player::HasActiveSpell(uint32 spell
) const
3569 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3570 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3571 itr
->second
->active
&& !itr
->second
->disabled
);
3574 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3577 return TRAINER_SPELL_RED
;
3579 if (!trainer_spell
->learnedSpell
)
3580 return TRAINER_SPELL_RED
;
3583 if(HasSpell(trainer_spell
->learnedSpell
))
3584 return TRAINER_SPELL_GRAY
;
3586 // check race/class requirement
3587 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3588 return TRAINER_SPELL_RED
;
3590 // check level requirement
3591 if(getLevel() < trainer_spell
->reqLevel
)
3592 return TRAINER_SPELL_RED
;
3594 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3596 // check prev.rank requirement
3597 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3598 return TRAINER_SPELL_RED
;
3600 // check additional spell requirement
3601 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3602 return TRAINER_SPELL_RED
;
3605 // check skill requirement
3606 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3607 return TRAINER_SPELL_RED
;
3609 // exist, already checked at loading
3610 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3612 // secondary prof. or not prof. spell
3613 uint32 skill
= spell
->EffectMiscValue
[1];
3615 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3616 return TRAINER_SPELL_GREEN
;
3618 // check primary prof. limit
3619 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3620 return TRAINER_SPELL_RED
;
3622 return TRAINER_SPELL_GREEN
;
3625 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3627 uint32 guid
= GUID_LOPART(playerguid
);
3629 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3630 // bones will be deleted by corpse/bones deleting thread shortly
3631 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3633 // remove from guild
3634 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3637 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3639 guild
->DelMember(guid
);
3642 // remove from arena teams
3643 LeaveAllArenaTeams(playerguid
);
3645 // the player was uninvited already on logout so just remove from group
3646 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3649 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3651 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3654 RemoveFromGroup(group
, playerguid
);
3658 // remove signs from petitions (also remove petitions if owner);
3659 RemovePetitionsAndSigns(playerguid
, 10);
3661 // return back all mails with COD and Item 0 1 2 3 4 5 6
3662 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3667 Field
*fields
= resultMail
->Fetch();
3669 uint32 mail_id
= fields
[0].GetUInt32();
3670 uint16 mailTemplateId
= fields
[1].GetUInt16();
3671 uint32 sender
= fields
[2].GetUInt32();
3672 std::string subject
= fields
[3].GetCppString();
3673 uint32 itemTextId
= fields
[4].GetUInt32();
3674 uint32 money
= fields
[5].GetUInt32();
3675 bool has_items
= fields
[6].GetBool();
3677 //we can return mail now
3678 //so firstly delete the old one
3679 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3684 // data needs to be at first place for Item::LoadFromDB
3685 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3690 Field
*fields2
= resultItems
->Fetch();
3692 uint32 item_guidlow
= fields2
[1].GetUInt32();
3693 uint32 item_template
= fields2
[2].GetUInt32();
3695 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3698 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3702 Item
*pItem
= NewItemOrBag(itemProto
);
3703 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3705 pItem
->FSetState(ITEM_REMOVED
);
3706 pItem
->SaveToDB(); // it also deletes item object !
3710 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3712 while (resultItems
->NextRow());
3718 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3720 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3722 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3724 while (resultMail
->NextRow());
3729 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3730 // Get guids of character's pets, will deleted in transaction
3731 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3733 // NOW we can finally clear other DB data related to character
3734 CharacterDatabase
.BeginTransaction();
3739 Field
*fields3
= resultPets
->Fetch();
3740 uint32 petguidlow
= fields3
[0].GetUInt32();
3741 Pet::DeleteFromDB(petguidlow
);
3742 } while (resultPets
->NextRow());
3746 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3747 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3748 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3749 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3750 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3751 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3752 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3753 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3754 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3755 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3756 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3757 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3758 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3759 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3760 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3761 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3762 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3763 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3764 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3765 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3766 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3767 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3768 CharacterDatabase
.CommitTransaction();
3770 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3771 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3774 void Player::SetMovement(PlayerMovementType pType
)
3779 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3780 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3781 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3782 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3784 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3787 data
.append(GetPackGUID());
3789 GetSession()->SendPacket( &data
);
3793 - a resurrectable corpse must not be loaded for the player (only bones)
3794 - the player must be in world
3796 void Player::BuildPlayerRepop()
3798 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3799 data
.append(GetPackGUID());
3800 GetSession()->SendPacket(&data
);
3802 if(getRace() == RACE_NIGHTELF
)
3803 CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
3804 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3806 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3807 // there must be SMSG.STOP_MIRROR_TIMER
3808 // there we must send 888 opcode
3810 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3813 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3817 // create a corpse and place it at the player's location
3819 Corpse
*corpse
= GetCorpse();
3822 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3825 GetMap()->Add(corpse
);
3827 // convert player body to ghost
3830 SetMovement(MOVE_WATER_WALK
);
3831 if(!GetSession()->isLogingOut())
3832 SetMovement(MOVE_UNROOT
);
3834 // BG - remove insignia related
3835 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3837 SendCorpseReclaimDelay();
3839 // to prevent cheating
3840 corpse
->ResetGhostTime();
3842 StopMirrorTimers(); //disable timers(bars)
3844 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3846 // set and clear other
3847 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3850 void Player::SendDelayResponse(const uint32 ml_seconds
)
3852 //FIXME: is this delay time arg really need? 50msec by default in code
3853 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3854 data
<< (uint32
)time(NULL
);
3856 GetSession()->SendPacket( &data
);
3859 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3861 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3866 GetSession()->SendPacket(&data
);
3868 // speed change, land walk
3870 // remove death flag + set aura
3871 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3872 if(getRace() == RACE_NIGHTELF
)
3873 RemoveAurasDueToSpell(20584); // speed bonuses
3874 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3876 setDeathState(ALIVE
);
3878 SetMovement(MOVE_LAND_WALK
);
3879 SetMovement(MOVE_UNROOT
);
3883 // set health/powers (0- will be set in caller)
3884 if(restore_percent
>0.0f
)
3886 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3887 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3888 SetPower(POWER_RAGE
, 0);
3889 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3892 // trigger update zone for alive state zone updates
3893 uint32 newzone
, newarea
;
3894 GetZoneAndAreaId(newzone
,newarea
);
3895 UpdateZone(newzone
,newarea
);
3897 // update visibility
3898 ObjectAccessor::UpdateVisibilityForPlayer(this);
3903 //Characters from level 1-10 are not affected by resurrection sickness.
3904 //Characters from level 11-19 will suffer from one minute of sickness
3905 //for each level they are above 10.
3906 //Characters level 20 and up suffer from ten minutes of sickness.
3907 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3909 if(int32(getLevel()) >= startLevel
)
3911 // set resurrection sickness
3912 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3914 // not full duration
3915 if(int32(getLevel()) < startLevel
+9)
3917 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3919 for(int i
=0; i
< 3; ++i
)
3921 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3923 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
3924 Aur
->SendAuraUpdate(false);
3931 void Player::KillPlayer()
3933 SetMovement(MOVE_ROOT
);
3935 StopMirrorTimers(); //disable timers(bars)
3937 setDeathState(CORPSE
);
3938 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3940 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3941 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3943 // 6 minutes until repop at graveyard
3944 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
3946 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3948 // don't create corpse at this moment, player might be falling
3950 // update visibility
3951 ObjectAccessor::UpdateObjectVisibility(this);
3954 void Player::CreateCorpse()
3956 // prevent existence 2 corpse for player
3959 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3961 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3964 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
3970 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3971 _pb
= GetUInt32Value(PLAYER_BYTES
);
3972 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3974 uint8 race
= (uint8
)(_uf
);
3975 uint8 skin
= (uint8
)(_pb
);
3976 uint8 face
= (uint8
)(_pb
>> 8);
3977 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3978 uint8 haircolor
= (uint8
)(_pb
>> 24);
3979 uint8 facialhair
= (uint8
)(_pb2
);
3981 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3982 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3984 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3985 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3987 uint32 flags
= CORPSE_FLAG_UNK2
;
3988 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3989 flags
|= CORPSE_FLAG_HIDE_HELM
;
3990 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3991 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3992 if(InBattleGround() && !InArena())
3993 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3994 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3996 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3998 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4001 uint16 iIventoryType
;
4003 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
4007 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4008 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4010 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4011 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4015 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4016 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4018 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4021 // register for player, but not show
4022 ObjectAccessor::Instance().AddCorpse(corpse
);
4025 void Player::SpawnCorpseBones()
4027 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4028 SaveToDB(); // prevent loading as ghost without corpse
4031 Corpse
* Player::GetCorpse() const
4033 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4036 void Player::DurabilityLossAll(double percent
, bool inventory
)
4038 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4039 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4040 DurabilityLoss(pItem
,percent
);
4044 // bags not have durability
4045 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4047 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4048 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4049 DurabilityLoss(pItem
,percent
);
4051 // keys not have durability
4052 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4054 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4055 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4056 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4057 if(Item
* pItem
= GetItemByPos( i
, j
))
4058 DurabilityLoss(pItem
,percent
);
4062 void Player::DurabilityLoss(Item
* item
, double percent
)
4067 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4072 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4074 if(pDurabilityLoss
< 1 )
4075 pDurabilityLoss
= 1;
4077 DurabilityPointsLoss(item
,pDurabilityLoss
);
4080 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4082 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4083 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4084 DurabilityPointsLoss(pItem
,points
);
4088 // bags not have durability
4089 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4091 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4092 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4093 DurabilityPointsLoss(pItem
,points
);
4095 // keys not have durability
4096 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4098 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4099 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4100 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4101 if(Item
* pItem
= GetItemByPos( i
, j
))
4102 DurabilityPointsLoss(pItem
,points
);
4106 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4108 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4109 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4110 int32 pNewDurability
= pOldDurability
- points
;
4112 if (pNewDurability
< 0)
4114 else if (pNewDurability
> pMaxDurability
)
4115 pNewDurability
= pMaxDurability
;
4117 if (pOldDurability
!= pNewDurability
)
4119 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4120 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4121 _ApplyItemMods(item
,item
->GetSlot(), false);
4123 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4125 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4126 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4127 _ApplyItemMods(item
,item
->GetSlot(), true);
4129 item
->SetState(ITEM_CHANGED
, this);
4133 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4135 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4136 DurabilityPointsLoss(pItem
,1);
4139 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4141 uint32 TotalCost
= 0;
4142 // equipped, backpack, bags itself
4143 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4144 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4146 // bank, buyback and keys not repaired
4148 // items in inventory bags
4149 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4150 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4151 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4155 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4157 Item
* item
= GetItemByPos(pos
);
4159 uint32 TotalCost
= 0;
4163 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4167 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4171 uint32 LostDurability
= maxDurability
- curDurability
;
4172 if(LostDurability
>0)
4174 ItemPrototype
const *ditemProto
= item
->GetProto();
4176 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4179 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4183 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4184 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4185 if(!dQualitymodEntry
)
4187 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4191 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4192 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4194 costs
= uint32(costs
* discountMod
);
4196 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4201 if (GetGuildId()==0)
4203 DEBUG_LOG("You are not member of a guild");
4207 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4211 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4213 DEBUG_LOG("You do not have rights to withdraw for repairs");
4217 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4219 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4223 if (pGuild
->GetGuildBankMoney() < costs
)
4225 DEBUG_LOG("There is not enough money in bank");
4229 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4232 else if (GetMoney() < costs
)
4234 DEBUG_LOG("You do not have enough money");
4238 ModifyMoney( -int32(costs
) );
4242 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4243 item
->SetState(ITEM_CHANGED
, this);
4245 // reapply mods for total broken and repaired item if equipped
4246 if(IsEquipmentPos(pos
) && !curDurability
)
4247 _ApplyItemMods(item
,pos
& 255, true);
4251 void Player::RepopAtGraveyard()
4253 // note: this can be called also when the player is alive
4254 // for example from WorldSession::HandleMovementOpcodes
4256 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4258 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4259 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4261 ResurrectPlayer(0.5f
);
4265 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4267 // Special handle for battleground maps
4268 if( BattleGround
*bg
= GetBattleGround() )
4269 ClosestGrave
= bg
->GetClosestGraveYard(this);
4271 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4273 // stop countdown until repop
4276 // if no grave found, stay at the current location
4277 // and don't show spirit healer location
4280 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4281 if(isDead()) // not send if alive, because it used in TeleportTo()
4283 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4284 data
<< ClosestGrave
->map_id
;
4285 data
<< ClosestGrave
->x
;
4286 data
<< ClosestGrave
->y
;
4287 data
<< ClosestGrave
->z
;
4288 GetSession()->SendPacket(&data
);
4293 void Player::JoinedChannel(Channel
*c
)
4295 m_channels
.push_back(c
);
4298 void Player::LeftChannel(Channel
*c
)
4300 m_channels
.remove(c
);
4303 void Player::CleanupChannels()
4305 while(!m_channels
.empty())
4307 Channel
* ch
= *m_channels
.begin();
4308 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4309 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4310 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4311 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4314 sLog
.outDebug("Player: channels cleaned up!");
4317 void Player::UpdateLocalChannels(uint32 newZone
)
4319 if(m_channels
.empty())
4322 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4326 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4330 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4332 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4336 // skip non built-in channels
4337 if(!(*i
)->IsConstant())
4340 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4344 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4348 char new_channel_name_buf
[100];
4349 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4350 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4352 if((*i
)!=new_channel
)
4354 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4356 // leave old channel
4357 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4358 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4359 LeftChannel(*i
); // remove from player's channel list
4360 cMgr
->LeftChannel(name
); // delete if empty
4363 sLog
.outDebug("Player: channels cleaned up!");
4366 void Player::LeaveLFGChannel()
4368 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4372 (*i
)->Leave(GetGUID());
4378 void Player::UpdateDefense()
4380 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4382 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4384 // update dependent from defense skill part
4385 UpdateDefenseBonusesMod();
4389 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4391 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4393 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4402 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4405 if(amount
<= -100.0f
)
4408 val
= (100.0f
+ amount
) / 100.0f
;
4409 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4413 if(!CanModifyStats())
4418 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4419 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4420 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4421 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4426 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4428 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4430 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4434 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4437 return m_auraBaseMod
[modGroup
][modType
];
4440 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4442 if(modGroup
>= BASEMOD_END
)
4444 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4448 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4451 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4454 uint32
Player::GetShieldBlockValue() const
4456 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4458 value
= (value
< 0) ? 0 : value
;
4460 return uint32(value
);
4463 float Player::GetMeleeCritFromAgility()
4465 uint32 level
= getLevel();
4466 uint32 pclass
= getClass();
4468 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4470 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4471 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4472 if (critBase
==NULL
|| critRatio
==NULL
)
4475 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4479 float Player::GetDodgeFromAgility()
4481 // Table for base dodge values
4482 float dodge_base
[MAX_CLASSES
] = {
4484 0.00652f
, // Paladin
4491 0.02011f
, // Warlock
4495 // Crit/agility to dodge/agility coefficient multipliers
4496 float crit_to_dodge
[MAX_CLASSES
] = {
4510 uint32 level
= getLevel();
4511 uint32 pclass
= getClass();
4513 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4515 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4516 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4517 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4520 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4521 return dodge
*100.0f
;
4524 float Player::GetSpellCritFromIntellect()
4526 uint32 level
= getLevel();
4527 uint32 pclass
= getClass();
4529 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4531 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4532 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4533 if (critBase
==NULL
|| critRatio
==NULL
)
4536 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4540 float Player::GetRatingCoefficient(CombatRating cr
) const
4542 uint32 level
= getLevel();
4544 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4546 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4548 return 1.0f
; // By default use minimum coefficient (not must be called)
4550 return Rating
->ratio
;
4553 float Player::GetRatingBonusValue(CombatRating cr
) const
4555 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4558 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4560 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4561 if (melee
>33.0f
) melee
= 33.0f
;
4562 return uint32 (melee
* damage
/100.0f
);
4565 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4567 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4568 if (ranged
>33.0f
) ranged
=33.0f
;
4569 return uint32 (ranged
* damage
/100.0f
);
4572 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4574 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4575 // In wow script resilience limited to 33%
4578 return uint32 (spell
* damage
/ 100.0f
);
4581 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4583 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4584 // Dot resilience not limited (limit it by 100%)
4585 if (spellDot
> 100.0f
)
4587 return uint32 (spellDot
* damage
/ 100.0f
);
4590 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4595 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4597 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4604 float Player::OCTRegenHPPerSpirit()
4606 uint32 level
= getLevel();
4607 uint32 pclass
= getClass();
4609 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4611 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4612 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4613 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4616 // Formula from PaperDollFrame script
4617 float spirit
= GetStat(STAT_SPIRIT
);
4618 float baseSpirit
= spirit
;
4619 if (baseSpirit
>50) baseSpirit
= 50;
4620 float moreSpirit
= spirit
- baseSpirit
;
4621 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4625 float Player::OCTRegenMPPerSpirit()
4627 uint32 level
= getLevel();
4628 uint32 pclass
= getClass();
4630 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4632 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4633 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4634 if (moreRatio
==NULL
)
4637 // Formula get from PaperDollFrame script
4638 float spirit
= GetStat(STAT_SPIRIT
);
4639 float regen
= spirit
* moreRatio
->ratio
;
4643 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4645 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4647 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4648 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4649 // stat used stored in miscValueB for this aura
4650 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4651 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4652 if ((*i
)->GetMiscValue() & (1<<cr
))
4653 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4656 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4658 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4659 float RatingChange
= 0.0f
;
4661 bool affectStats
= CanModifyStats();
4665 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4666 case CR_DEFENSE_SKILL
:
4667 UpdateDefenseBonusesMod();
4670 UpdateDodgePercentage();
4673 UpdateParryPercentage();
4676 UpdateBlockPercentage();
4679 UpdateMeleeHitChances();
4682 UpdateRangedHitChances();
4685 UpdateSpellHitChances();
4690 UpdateCritPercentage(BASE_ATTACK
);
4691 UpdateCritPercentage(OFF_ATTACK
);
4694 case CR_CRIT_RANGED
:
4696 UpdateCritPercentage(RANGED_ATTACK
);
4700 UpdateAllSpellCritChances();
4702 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4703 case CR_HIT_TAKEN_RANGED
:
4705 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4707 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4708 case CR_CRIT_TAKEN_RANGED
:
4710 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4712 case CR_HASTE_MELEE
:
4713 RatingChange
= value
/ RatingCoeffecient
;
4714 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4715 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4717 case CR_HASTE_RANGED
:
4718 RatingChange
= value
/ RatingCoeffecient
;
4719 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4721 case CR_HASTE_SPELL
:
4722 RatingChange
= value
/ RatingCoeffecient
;
4723 ApplyCastTimePercentMod(RatingChange
,apply
);
4725 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4726 case CR_WEAPON_SKILL_OFFHAND
:
4727 case CR_WEAPON_SKILL_RANGED
:
4732 UpdateExpertise(BASE_ATTACK
);
4733 UpdateExpertise(OFF_ATTACK
);
4739 void Player::SetRegularAttackTime()
4741 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4743 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4744 if(tmpitem
&& !tmpitem
->IsBroken())
4746 ItemPrototype
const *proto
= tmpitem
->GetProto();
4748 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4750 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4755 //skill+step, checking for max value
4756 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4762 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4763 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4766 if(i
>=PLAYER_MAX_SKILLS
)
4769 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4770 uint32 value
= SKILL_VALUE(data
);
4771 uint32 max
= SKILL_MAX(data
);
4773 if ((!max
) || (!value
) || (value
>= max
))
4776 if (value
*512 < max
*urand(0,512))
4778 uint32 new_value
= value
+step
;
4782 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4783 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4790 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4792 if ( SkillValue
>= GrayLevel
)
4793 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4794 if ( SkillValue
>= GreenLevel
)
4795 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4796 if ( SkillValue
>= YellowLevel
)
4797 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4798 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4801 bool Player::UpdateCraftSkill(uint32 spellid
)
4803 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4805 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4806 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4808 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4810 if(_spell_idx
->second
->skillId
)
4812 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4814 // Alchemy Discoveries here
4815 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4816 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4818 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4819 learnSpell(discoveredSpell
,false);
4822 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4824 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4825 _spell_idx
->second
->max_value
,
4826 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4827 _spell_idx
->second
->min_value
),
4834 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4836 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4838 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4840 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4843 case SKILL_HERBALISM
:
4844 case SKILL_LOCKPICKING
:
4845 case SKILL_JEWELCRAFTING
:
4846 case SKILL_INSCRIPTION
:
4847 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4848 case SKILL_SKINNING
:
4849 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4850 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4852 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4854 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4855 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4857 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4862 bool Player::UpdateFishingSkill()
4864 sLog
.outDebug("UpdateFishingSkill");
4866 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4868 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4870 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4872 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4875 // levels sync. with spell requirement for skill levels to learn
4876 // bonus abilities in sSkillLineAbilityStore
4877 // Used only to avoid scan DBC at each skill grow
4878 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4880 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4882 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4886 if(Chance
<= 0) // speedup in 0 chance case
4888 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4893 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4894 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4895 if ( i
>= PLAYER_MAX_SKILLS
)
4898 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4899 uint16 SkillValue
= SKILL_VALUE(data
);
4900 uint16 MaxValue
= SKILL_MAX(data
);
4902 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4905 int32 Roll
= irand(1,1000);
4907 if ( Roll
<= Chance
)
4909 uint32 new_value
= SkillValue
+step
;
4910 if(new_value
> MaxValue
)
4911 new_value
= MaxValue
;
4913 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4914 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
4916 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
4918 learnSkillRewardedSpells( SkillId
, new_value
);
4922 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
4923 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4927 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4931 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4933 // no skill gain in pvp
4934 Unit
*pVictim
= getVictim();
4935 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4939 return; // always maximized SKILL_FERAL_COMBAT in fact
4941 if(m_form
== FORM_TREE
)
4942 return; // use weapon but not skill up
4944 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4950 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4953 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4954 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4955 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4961 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4963 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4967 UpdateAllCritPercentages();
4970 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
4972 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4973 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4974 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4975 if(moblevel
< greylevel
)
4978 if (moblevel
> plevel
+ 5)
4979 moblevel
= plevel
+ 5;
4981 uint32 lvldif
= moblevel
- greylevel
;
4985 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4989 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4992 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4993 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4996 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4998 if(roll_chance_f(chance
))
5003 UpdateWeaponSkill(attType
);
5009 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5011 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5012 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5014 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5015 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5016 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5018 if(talent
) // permanent bonus stored in high part
5019 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5020 else // temporary/item bonus stored in low part
5021 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5026 void Player::UpdateSkillsForLevel()
5028 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5029 uint32 maxSkill
= GetMaxSkillValueForLevel();
5031 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5033 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5034 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5036 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5038 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5042 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5045 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5046 uint32 max
= SKILL_MAX(data
);
5047 uint32 val
= SKILL_VALUE(data
);
5049 /// update only level dependent max skill values
5052 /// miximize skill always
5054 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5055 /// update max skill value if current max skill not maximized
5056 else if(max
!= maxconfskill
)
5057 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5062 void Player::UpdateSkillsToMaxSkillsForLevel()
5064 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5065 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5067 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5068 if( IsProfessionOrRidingSkill(pskill
))
5070 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5072 uint32 max
= SKILL_MAX(data
);
5075 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5077 if(pskill
== SKILL_DEFENSE
)
5078 UpdateDefenseBonusesMod();
5082 // This functions sets a skill line value (and adds if doesn't exist yet)
5083 // To "remove" a skill line, set it's values to zero
5084 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5090 for (; i
< PLAYER_MAX_SKILLS
; i
++)
5091 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5093 if(i
<PLAYER_MAX_SKILLS
) //has skill
5097 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5098 learnSkillRewardedSpells(id
, currVal
);
5099 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5100 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5104 // clear skill fields
5105 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5106 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5107 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5109 // remove all spells that related to this skill
5110 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5111 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5112 if (pAbility
->skillId
==id
)
5113 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5116 else if(currVal
) //add
5118 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5119 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5121 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5124 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5127 // enable unlearn button for primary professions only
5128 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5129 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5131 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5132 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5133 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5134 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5136 // apply skill bonuses
5137 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5139 // temporary bonuses
5140 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5141 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5142 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5143 (*i
)->ApplyModifier(true);
5145 // permanent bonuses
5146 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5147 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5148 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5149 (*i
)->ApplyModifier(true);
5151 // Learn all spells for skill
5152 learnSkillRewardedSpells(id
, currVal
);
5158 bool Player::HasSkill(uint32 skill
) const
5160 if(!skill
)return false;
5161 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5163 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5171 uint16
Player::GetSkillValue(uint32 skill
) const
5176 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5178 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5180 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5182 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5183 result
+= SKILL_TEMP_BONUS(bonus
);
5184 result
+= SKILL_PERM_BONUS(bonus
);
5185 return result
< 0 ? 0 : result
;
5191 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5194 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5196 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5198 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5200 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5201 result
+= SKILL_TEMP_BONUS(bonus
);
5202 result
+= SKILL_PERM_BONUS(bonus
);
5203 return result
< 0 ? 0 : result
;
5209 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5212 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5214 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5216 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5222 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5225 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5227 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5229 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5230 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5231 return result
< 0 ? 0 : result
;
5237 uint16
Player::GetPureSkillValue(uint32 skill
) const
5240 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5242 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5244 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5250 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5255 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5257 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5259 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5266 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5271 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5273 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5275 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5282 void Player::SendInitialActionButtons()
5284 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5286 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5287 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5289 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5290 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5292 data
<< uint16(itr
->second
.action
);
5293 data
<< uint8(itr
->second
.misc
);
5294 data
<< uint8(itr
->second
.type
);
5302 GetSession()->SendPacket( &data
);
5303 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5306 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5308 if(button
>= MAX_ACTION_BUTTONS
)
5310 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5314 // check cheating with adding non-known spells to action bar
5315 if(type
==ACTION_BUTTON_SPELL
)
5317 if(!sSpellStore
.LookupEntry(action
))
5319 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5323 if(!HasSpell(action
))
5325 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5330 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5332 if (buttonItr
==m_actionButtons
.end())
5333 { // just add new button
5334 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5337 { // change state of current button
5338 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5339 buttonItr
->second
= ActionButton(action
,type
,misc
);
5340 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5343 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5347 void Player::removeActionButton(uint8 button
)
5349 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5350 if (buttonItr
==m_actionButtons
.end())
5353 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5354 m_actionButtons
.erase(buttonItr
); // new and not saved
5356 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5358 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5361 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5363 // prevent crash when a bad coord is sent by the client
5364 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5366 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5372 const float old_x
= GetPositionX();
5373 const float old_y
= GetPositionY();
5374 const float old_z
= GetPositionZ();
5375 const float old_r
= GetOrientation();
5377 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5379 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5380 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5382 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5384 // move and update visible state if need
5385 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5387 // reread after Map::Relocation
5394 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5395 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5398 // code block for underwater state update
5399 UpdateUnderwaterState(m
, x
, y
, z
);
5401 CheckExploreSystem();
5406 void Player::SaveRecallPosition()
5408 m_recallMap
= GetMapId();
5409 m_recallX
= GetPositionX();
5410 m_recallY
= GetPositionY();
5411 m_recallZ
= GetPositionZ();
5412 m_recallO
= GetOrientation();
5415 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5417 GetMap()->MessageBroadcast(this, data
, self
);
5420 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5422 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5425 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5427 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5430 void Player::SendDirectMessage(WorldPacket
*data
)
5432 GetSession()->SendPacket(data
);
5435 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5437 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5438 data
<< uint32(CinematicSequenceId
);
5439 SendDirectMessage(&data
);
5442 void Player::SendMovieStart(uint32 MovieId
)
5444 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5445 data
<< uint32(MovieId
);
5446 SendDirectMessage(&data
);
5449 void Player::CheckExploreSystem()
5457 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5458 if(areaFlag
==0xffff)
5460 int offset
= areaFlag
/ 32;
5464 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5468 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5469 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5471 if( !(currFields
& val
) )
5473 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5475 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5477 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5480 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5482 else if(p
->area_level
> 0)
5484 uint32 area
= p
->ID
;
5485 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5487 SendExplorationExperience(area
,0);
5491 int32 diff
= int32(getLevel()) - p
->area_level
;
5495 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5499 int32 exploration_percent
= (100-((diff
-5)*5));
5500 if (exploration_percent
> 100)
5501 exploration_percent
= 100;
5502 else if (exploration_percent
< 0)
5503 exploration_percent
= 0;
5505 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5509 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5513 SendExplorationExperience(area
,XP
);
5515 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5520 uint32
Player::TeamForRace(uint8 race
)
5522 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5525 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5529 switch(rEntry
->TeamID
)
5531 case 7: return ALLIANCE
;
5532 case 1: return HORDE
;
5535 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5539 uint32
Player::getFactionForRace(uint8 race
)
5541 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5544 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5548 return rEntry
->FactionID
;
5551 void Player::setFactionForRace(uint8 race
)
5553 m_team
= TeamForRace(race
);
5554 setFaction( getFactionForRace(race
) );
5557 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5559 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5560 return GetReputationMgr().GetRank(factionEntry
);
5563 //Calculate total reputation percent player gain with quest/creature level
5564 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5566 float percent
= 100.0f
;
5568 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5570 if(rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5573 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5575 percent
+= rep
> 0 ? repMod
: -repMod
;
5580 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5583 //Calculates how many reputation points player gains in victim's enemy factions
5584 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5586 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5589 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5594 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5596 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5597 donerep1
= int32(donerep1
*rate
);
5598 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5599 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5600 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5601 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5603 // Wiki: Team factions value divided by 2
5604 if(Rep
->is_teamaward1
)
5606 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5607 if(team1_factionEntry
)
5608 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5612 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5614 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5615 donerep2
= int32(donerep2
*rate
);
5616 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5617 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5618 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5619 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5621 // Wiki: Team factions value divided by 2
5622 if(Rep
->is_teamaward2
)
5624 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5625 if(team2_factionEntry
)
5626 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5631 //Calculate how many reputation points player gain with the quest
5632 void Player::RewardReputation(Quest
const *pQuest
)
5634 // quest reputation reward/loss
5635 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5637 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5639 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
5640 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5642 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5646 // TODO: implement reputation spillover
5649 void Player::UpdateArenaFields(void)
5651 /* arena calcs go here */
5654 void Player::UpdateHonorFields()
5656 /// called when rewarding honor and at each save
5657 uint64 now
= time(NULL
);
5658 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5660 if(m_lastHonorUpdateTime
< today
)
5662 uint64 yesterday
= today
- DAY
;
5664 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5666 // update yesterday's contribution
5667 if(m_lastHonorUpdateTime
>= yesterday
)
5669 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5671 // this is the first update today, reset today's contribution
5672 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5673 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5677 // no honor/kills yesterday or today, reset
5678 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5679 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5683 m_lastHonorUpdateTime
= now
;
5686 ///Calculate the amount of honor gained based on the victim
5687 ///and the size of the group for which the honor is divided
5688 ///An exact honor value can also be given (overriding the calcs)
5689 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5691 // do not reward honor in arenas, but enable onkill spellproc
5694 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5697 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5703 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5704 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5707 uint64 victim_guid
= 0;
5708 uint32 victim_rank
= 0;
5710 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5711 UpdateHonorFields();
5715 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5718 victim_guid
= uVictim
->GetGUID();
5720 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5722 Player
*pVictim
= (Player
*)uVictim
;
5724 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5727 float f
= 1; //need for total kills (?? need more info)
5729 uint32 k_level
= getLevel();
5730 uint32 v_level
= pVictim
->getLevel();
5733 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5735 // [1..14] Alliance honor titles and player name
5736 // [15..28] Horde honor titles and player name
5737 // [29..38] Other title and player name
5739 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5740 // Get Killer titles, CharTitlesEntry::bit_index
5742 // title[1..14] -> rank[5..18]
5743 // title[15..28] -> rank[5..18]
5744 // title[other] -> 0
5745 if (victim_title
== 0)
5746 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5747 else if (victim_title
< 15)
5748 victim_rank
= victim_title
+ 4;
5749 else if (victim_title
< 29)
5750 victim_rank
= victim_title
- 14 + 4;
5752 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5755 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5760 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5762 int32 v_rank
=1; //need more info
5764 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5765 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5767 // count the number of playerkills in one day
5768 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5769 // and those in a lifetime
5770 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5774 Creature
*cVictim
= (Creature
*)uVictim
;
5776 if (!cVictim
->isRacialLeader())
5779 honor
= 100; // ??? need more info
5780 victim_rank
= 19; // HK: Leader
5784 if (uVictim
!= NULL
)
5786 honor
*= sWorld
.getRate(RATE_HONOR
);
5791 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5794 // honor - for show honor points in log
5795 // victim_guid - for show victim name in log
5796 // victim_rank [1..4] HK: <dishonored rank>
5797 // victim_rank [5..19] HK: <alliance\horde rank>
5798 // victim_rank [0,20+] HK: <>
5799 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5800 data
<< (uint32
) honor
;
5801 data
<< (uint64
) victim_guid
;
5802 data
<< (uint32
) victim_rank
;
5804 GetSession()->SendPacket(&data
);
5807 ModifyHonorPoints(int32(honor
));
5809 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5813 void Player::ModifyHonorPoints( int32 value
)
5817 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5818 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5820 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5823 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5826 void Player::ModifyArenaPoints( int32 value
)
5830 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5831 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5833 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5836 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5839 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5841 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
5845 uint32 id
= result
->Fetch()[0].GetUInt32();
5850 uint32
Player::GetRankFromDB(uint64 guid
)
5852 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
5855 uint32 v
= result
->Fetch()[0].GetUInt32();
5863 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
5865 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid
), type
);
5869 uint32 id
= (*result
)[0].GetUInt32();
5874 uint32
Player::GetZoneIdFromDB(uint64 guid
)
5876 uint32 guidLow
= GUID_LOPART(guid
);
5877 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
5880 Field
* fields
= result
->Fetch();
5881 uint32 zone
= fields
[0].GetUInt32();
5886 // stored zone is zero, use generic and slow zone detection
5887 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
5890 fields
= result
->Fetch();
5891 uint32 map
= fields
[0].GetUInt32();
5892 float posx
= fields
[1].GetFloat();
5893 float posy
= fields
[2].GetFloat();
5894 float posz
= fields
[3].GetFloat();
5897 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
5899 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
5905 void Player::UpdateArea(uint32 newArea
)
5907 // FFA_PVP flags are area and not zone id dependent
5908 // so apply them accordingly
5909 m_areaUpdateId
= newArea
;
5911 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
5913 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
5916 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
5920 // remove ffa flag only if not ffapvp realm
5921 // removal in sanctuaries and capitals is handled in zone update
5922 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
5923 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
5926 UpdateAreaDependentAuras(newArea
);
5929 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
5931 if(m_zoneUpdateId
!= newZone
)
5932 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
5934 m_zoneUpdateId
= newZone
;
5935 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
5937 // zone changed, so area changed as well, update it
5938 UpdateArea(newArea
);
5940 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
5944 if (sWorld
.getConfig(CONFIG_WEATHER
))
5946 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
5949 wth
->SendWeatherUpdateToPlayer(this);
5953 if(!sWorld
.AddWeather(zone
->ID
))
5955 // send fine weather packet to remove old zone's weather
5956 Weather::SendFineWeatherUpdateToPlayer(this);
5961 pvpInfo
.inHostileArea
=
5962 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
5963 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
5964 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
5965 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
5967 if(pvpInfo
.inHostileArea
) // in hostile area
5969 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
5970 UpdatePvP(true, true);
5972 else // in friendly area
5974 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
5975 pvpInfo
.endTimer
= time(0); // start toggle-off
5978 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
5980 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
5981 if(sWorld
.IsFFAPvPRealm())
5982 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
5986 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
5989 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
5991 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
5992 SetRestType(REST_TYPE_IN_CITY
);
5993 InnEnter(time(0),GetMapId(),0,0,0);
5995 if(sWorld
.IsFFAPvPRealm())
5996 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
5998 else // anywhere else
6000 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6002 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6004 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6006 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6007 SetRestType(REST_TYPE_NO
);
6009 if(sWorld
.IsFFAPvPRealm())
6010 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6013 else // not in tavern (leave city then)
6015 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6016 SetRestType(REST_TYPE_NO
);
6018 // Set player to FFA PVP when not in rested environment.
6019 if(sWorld
.IsFFAPvPRealm())
6020 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6025 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6026 // if player resurrected at teleport this will be applied in resurrect code
6028 DestroyZoneLimitedItem( true, newZone
);
6030 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6031 AutoUnequipOffhandIfNeed();
6033 // recent client version not send leave/join channel packets for built-in local channels
6034 UpdateLocalChannels( newZone
);
6038 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6040 UpdateZoneDependentAuras(newZone
);
6043 //If players are too far way of duel flag... then player loose the duel
6044 void Player::CheckDuelDistance(time_t currTime
)
6049 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6050 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6054 if(duel
->outOfBound
== 0)
6056 if(!IsWithinDistInMap(obj
, 50))
6058 duel
->outOfBound
= currTime
;
6060 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6061 GetSession()->SendPacket(&data
);
6066 if(IsWithinDistInMap(obj
, 40))
6068 duel
->outOfBound
= 0;
6070 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6071 GetSession()->SendPacket(&data
);
6073 else if(currTime
>= (duel
->outOfBound
+10))
6075 DuelComplete(DUEL_FLED
);
6080 void Player::DuelComplete(DuelCompleteType type
)
6082 // duel not requested
6086 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6087 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6088 GetSession()->SendPacket(&data
);
6089 duel
->opponent
->GetSession()->SendPacket(&data
);
6091 if(type
!= DUEL_INTERUPTED
)
6093 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6094 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6095 data
<< duel
->opponent
->GetName();
6097 SendMessageToSet(&data
,true);
6100 // cool-down duel spell
6101 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6108 GetSession()->SendPacket(&data);
6109 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6110 data<<duel->opponent->GetGUID();
6114 duel->opponent->GetSession()->SendPacket(&data);*/
6116 //Remove Duel Flag object
6117 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6119 duel
->initiator
->RemoveGameObject(obj
,true);
6122 std::vector
<uint32
> auras2remove
;
6123 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6124 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6126 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6127 auras2remove
.push_back(i
->second
->GetId());
6130 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6131 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6133 auras2remove
.clear();
6134 AuraMap
const& auras
= GetAuras();
6135 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6137 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6138 auras2remove
.push_back(i
->second
->GetId());
6140 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6141 RemoveAurasDueToSpell(auras2remove
[i
]);
6143 // cleanup combo points
6144 if(GetComboTarget()==duel
->opponent
->GetGUID())
6146 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6149 if(duel
->opponent
->GetComboTarget()==GetGUID())
6150 duel
->opponent
->ClearComboPoints();
6151 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6152 duel
->opponent
->ClearComboPoints();
6155 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6156 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6157 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6158 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6160 delete duel
->opponent
->duel
;
6161 duel
->opponent
->duel
= NULL
;
6166 //---------------------------------------------------------//
6168 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6170 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6173 // not apply/remove mods for broken item
6174 if(item
->IsBroken())
6177 ItemPrototype
const *proto
= item
->GetProto();
6182 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6184 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6185 if(attacktype
< MAX_ATTACK
)
6186 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6188 _ApplyItemBonuses(proto
,slot
,apply
);
6190 if( slot
==EQUIPMENT_SLOT_RANGED
)
6191 _ApplyAmmoBonuses();
6193 ApplyItemEquipSpell(item
,apply
);
6194 ApplyEnchantment(item
, apply
);
6196 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6197 CorrectMetaGemEnchants(slot
, apply
);
6199 sLog
.outDebug("_ApplyItemMods complete.");
6202 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6204 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6207 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6209 uint32 statType
= 0;
6212 if(proto
->ScalingStatDistribution
)
6214 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6216 statType
= ssd
->StatMod
[i
];
6218 if(uint32 modifier
= ssd
->Modifier
[i
])
6220 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6221 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6223 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6224 val
= (multiplier
* modifier
) / 10000;
6231 statType
= proto
->ItemStat
[i
].ItemStatType
;
6232 val
= proto
->ItemStat
[i
].ItemStatValue
;
6241 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6243 case ITEM_MOD_HEALTH
: // modify HP
6244 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6246 case ITEM_MOD_AGILITY
: // modify agility
6247 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6248 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6250 case ITEM_MOD_STRENGTH
: //modify strength
6251 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6252 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6254 case ITEM_MOD_INTELLECT
: //modify intellect
6255 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6256 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6258 case ITEM_MOD_SPIRIT
: //modify spirit
6259 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6260 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6262 case ITEM_MOD_STAMINA
: //modify stamina
6263 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6264 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6266 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6267 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6269 case ITEM_MOD_DODGE_RATING
:
6270 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6272 case ITEM_MOD_PARRY_RATING
:
6273 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6275 case ITEM_MOD_BLOCK_RATING
:
6276 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6278 case ITEM_MOD_HIT_MELEE_RATING
:
6279 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6281 case ITEM_MOD_HIT_RANGED_RATING
:
6282 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6284 case ITEM_MOD_HIT_SPELL_RATING
:
6285 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6287 case ITEM_MOD_CRIT_MELEE_RATING
:
6288 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6290 case ITEM_MOD_CRIT_RANGED_RATING
:
6291 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6293 case ITEM_MOD_CRIT_SPELL_RATING
:
6294 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6296 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6297 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6299 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6300 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6302 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6303 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6305 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6306 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6308 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6309 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6311 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6312 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6314 case ITEM_MOD_HASTE_MELEE_RATING
:
6315 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6317 case ITEM_MOD_HASTE_RANGED_RATING
:
6318 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6320 case ITEM_MOD_HASTE_SPELL_RATING
:
6321 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6323 case ITEM_MOD_HIT_RATING
:
6324 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6325 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6326 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6328 case ITEM_MOD_CRIT_RATING
:
6329 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6330 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6331 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6333 case ITEM_MOD_HIT_TAKEN_RATING
:
6334 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6335 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6336 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6338 case ITEM_MOD_CRIT_TAKEN_RATING
:
6339 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6340 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6341 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6343 case ITEM_MOD_RESILIENCE_RATING
:
6344 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6345 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6346 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6348 case ITEM_MOD_HASTE_RATING
:
6349 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6350 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6351 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6353 case ITEM_MOD_EXPERTISE_RATING
:
6354 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6356 case ITEM_MOD_ATTACK_POWER
:
6357 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6358 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6360 case ITEM_MOD_RANGED_ATTACK_POWER
:
6361 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6363 case ITEM_MOD_FERAL_ATTACK_POWER
:
6364 ApplyFeralAPBonus(int32(val
), apply
);
6366 case ITEM_MOD_SPELL_HEALING_DONE
:
6367 ApplySpellHealingBonus(int32(val
), apply
);
6369 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6370 ApplySpellDamageBonus(int32(val
), apply
);
6372 case ITEM_MOD_MANA_REGENERATION
:
6373 ApplyManaRegenBonus(int32(val
), apply
);
6375 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6376 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6378 case ITEM_MOD_SPELL_POWER
:
6379 ApplySpellHealingBonus(int32(val
), apply
);
6380 ApplySpellDamageBonus(int32(val
), apply
);
6386 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6389 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6392 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6395 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6397 if (proto
->NatureRes
)
6398 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6400 if (proto
->FrostRes
)
6401 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6403 if (proto
->ShadowRes
)
6404 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6406 if (proto
->ArcaneRes
)
6407 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6409 WeaponAttackType attType
= BASE_ATTACK
;
6410 float damage
= 0.0f
;
6412 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6413 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6414 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6416 attType
= RANGED_ATTACK
;
6418 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6420 attType
= OFF_ATTACK
;
6423 if (proto
->Damage
[0].DamageMin
> 0 )
6425 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6426 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6427 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6430 if (proto
->Damage
[0].DamageMax
> 0 )
6432 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6433 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6436 // Druids get feral AP bonus from weapon dps
6437 if(getClass() == CLASS_DRUID
)
6439 int32 feral_bonus
= proto
->getFeralBonus();
6440 if (feral_bonus
> 0)
6441 ApplyFeralAPBonus(feral_bonus
, apply
);
6444 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6449 if(slot
== EQUIPMENT_SLOT_RANGED
)
6450 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6451 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6452 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6453 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6454 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6457 if(CanModifyStats() && (damage
|| proto
->Delay
))
6458 UpdateDamagePhysical(attType
);
6461 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6463 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6464 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6465 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6467 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6468 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6469 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6471 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6472 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6473 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6476 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6478 // generic not weapon specific case processes in aura code
6479 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6482 BaseModGroup mod
= BASEMOD_END
;
6485 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6486 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6487 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6491 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6493 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6497 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6499 // ignore spell mods for not wands
6500 Modifier
const* modifier
= aura
->GetModifier();
6501 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6504 // generic not weapon specific case processes in aura code
6505 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6508 UnitMods unitMod
= UNIT_MOD_END
;
6511 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6512 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6513 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6517 UnitModifierType unitModType
= TOTAL_VALUE
;
6518 switch(modifier
->m_auraname
)
6520 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6521 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6525 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6527 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6531 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6536 ItemPrototype
const *proto
= item
->GetProto();
6540 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6542 _Spell
const& spellData
= proto
->Spells
[i
];
6545 if(!spellData
.SpellId
)
6548 // wrong triggering type
6549 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6552 // check if it is valid spell
6553 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6557 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6561 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6565 // Cannot be used in this stance/form
6566 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6569 if(form_change
) // check aura active state from other form
6572 for (int k
=0; k
< 3; ++k
)
6574 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6575 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6577 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6587 if(found
) // and skip re-cast already active aura at form change
6591 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6593 CastSpell(this,spellInfo
,true,item
);
6597 if(form_change
) // check aura compatibility
6599 // Cannot be used in this stance/form
6600 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6601 return; // and remove only not compatible at form change
6605 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6607 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6611 void Player::UpdateEquipSpellsAtFormChange()
6613 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6615 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6617 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6618 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6622 // item set bonuses not dependent from item broken state
6623 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6625 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6629 for(uint32 y
=0;y
<8; ++y
)
6631 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6635 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6636 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6641 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6643 if(!item
|| item
->IsBroken())
6646 ItemPrototype
const *proto
= item
->GetProto();
6650 if (!Target
|| Target
== this )
6653 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6655 _Spell
const& spellData
= proto
->Spells
[i
];
6658 if(!spellData
.SpellId
)
6661 // wrong triggering type
6662 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6665 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6668 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6672 // not allow proc extra attack spell at extra attack
6673 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6676 float chance
= spellInfo
->procChance
;
6678 if(spellData
.SpellPPMRate
)
6680 uint32 WeaponSpeed
= GetAttackTime(attType
);
6681 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6683 else if(chance
> 100.0f
)
6685 chance
= GetWeaponProcChance();
6688 if (roll_chance_f(chance
))
6689 CastSpell(Target
, spellInfo
->Id
, true, item
);
6692 // item combat enchantments
6693 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6695 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6696 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6697 if(!pEnchant
) continue;
6698 for (int s
=0;s
<3;s
++)
6700 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6703 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6706 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6710 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6711 if (roll_chance_f(chance
))
6713 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6714 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6716 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6722 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6724 ItemPrototype
const* proto
= item
->GetProto();
6725 // special learning case
6726 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6728 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6729 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6731 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6734 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6735 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6739 Spell
*spell
= new Spell(this, spellInfo
, false);
6740 spell
->m_CastItem
= item
;
6741 spell
->m_cast_count
= cast_count
; //set count of casts
6742 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6743 spell
->prepare(&targets
);
6747 // use triggered flag only for items with many spell casts and for not first cast
6750 // item spells casted at use
6751 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6753 _Spell
const& spellData
= proto
->Spells
[i
];
6756 if(!spellData
.SpellId
)
6759 // wrong triggering type
6760 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6763 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6766 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6770 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6771 spell
->m_CastItem
= item
;
6772 spell
->m_cast_count
= cast_count
; // set count of casts
6773 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6774 spell
->prepare(&targets
);
6779 // Item enchantments spells casted at use
6780 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6782 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6783 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6784 if(!pEnchant
) continue;
6785 for (int s
=0;s
<3;s
++)
6787 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6790 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6793 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6797 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6798 spell
->m_CastItem
= item
;
6799 spell
->m_cast_count
= cast_count
; // set count of casts
6800 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6801 spell
->prepare(&targets
);
6808 void Player::_RemoveAllItemMods()
6810 sLog
.outDebug("_RemoveAllItemMods start.");
6812 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6816 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6820 // item set bonuses not dependent from item broken state
6822 RemoveItemsSetItem(this,proto
);
6824 if(m_items
[i
]->IsBroken())
6827 ApplyItemEquipSpell(m_items
[i
],false);
6828 ApplyEnchantment(m_items
[i
], false);
6832 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6836 if(m_items
[i
]->IsBroken())
6838 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6842 uint32 attacktype
= Player::GetAttackBySlot(i
);
6843 if(attacktype
< MAX_ATTACK
)
6844 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6846 _ApplyItemBonuses(proto
,i
, false);
6848 if( i
== EQUIPMENT_SLOT_RANGED
)
6849 _ApplyAmmoBonuses();
6853 sLog
.outDebug("_RemoveAllItemMods complete.");
6856 void Player::_ApplyAllItemMods()
6858 sLog
.outDebug("_ApplyAllItemMods start.");
6860 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6864 if(m_items
[i
]->IsBroken())
6867 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6871 uint32 attacktype
= Player::GetAttackBySlot(i
);
6872 if(attacktype
< MAX_ATTACK
)
6873 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6875 _ApplyItemBonuses(proto
,i
, true);
6877 if( i
== EQUIPMENT_SLOT_RANGED
)
6878 _ApplyAmmoBonuses();
6882 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6886 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6890 // item set bonuses not dependent from item broken state
6892 AddItemsSetItem(this,m_items
[i
]);
6894 if(m_items
[i
]->IsBroken())
6897 ApplyItemEquipSpell(m_items
[i
],true);
6898 ApplyEnchantment(m_items
[i
], true);
6902 sLog
.outDebug("_ApplyAllItemMods complete.");
6905 void Player::_ApplyAmmoBonuses()
6908 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
6912 float currentAmmoDPS
;
6914 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
6915 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
6916 currentAmmoDPS
= 0.0f
;
6918 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
6920 if(currentAmmoDPS
== GetAmmoDPS())
6923 m_ammoDPS
= currentAmmoDPS
;
6925 if(CanModifyStats())
6926 UpdateDamagePhysical(RANGED_ATTACK
);
6929 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
6934 // check ranged weapon
6935 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
6936 if(!weapon
|| weapon
->IsBroken() )
6939 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
6940 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
6943 // check ammo ws. weapon compatibility
6944 switch(weapon_proto
->SubClass
)
6946 case ITEM_SUBCLASS_WEAPON_BOW
:
6947 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
6948 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
6951 case ITEM_SUBCLASS_WEAPON_GUN
:
6952 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
6962 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
6963 Called by remove insignia spell effect */
6964 void Player::RemovedInsignia(Player
* looterPlr
)
6966 if (!GetBattleGroundId())
6969 // If not released spirit, do it !
6970 if(m_deathTimer
> 0)
6977 Corpse
*corpse
= GetCorpse();
6981 // We have to convert player corpse to bones, not to be able to resurrect there
6982 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
6983 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
6987 // Now we must make bones lootable, and send player loot
6988 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
6990 // We store the level of our player in the gold field
6991 // We retrieve this information at Player::SendLoot()
6992 bones
->loot
.gold
= getLevel();
6993 bones
->lootRecipient
= looterPlr
;
6994 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7003 void Player::SendLootRelease( uint64 guid
)
7005 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7006 data
<< uint64(guid
) << uint8(1);
7007 SendDirectMessage( &data
);
7010 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7012 if (uint64 lguid
= GetLootGUID())
7013 m_session
->DoLootRelease(lguid
);
7016 PermissionTypes permission
= ALL_PERMISSION
;
7018 sLog
.outDebug("Player::SendLoot");
7019 if (IS_GAMEOBJECT_GUID(guid
))
7021 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7023 ObjectAccessor::GetGameObject(*this, guid
);
7025 // not check distance for GO in case owned GO (fishing bobber case, for example)
7026 // And permit out of range GO with no owner in case fishing hole
7027 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7029 SendLootRelease(guid
);
7035 if(go
->getLootState() == GO_READY
)
7037 uint32 lootid
= go
->GetLootId();
7041 sLog
.outDebug(" if(lootid)");
7043 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7046 if(loot_type
== LOOT_FISHING
)
7047 go
->getFishLoot(loot
,this);
7049 go
->SetLootState(GO_ACTIVATED
);
7052 else if (IS_ITEM_GUID(guid
))
7054 Item
*item
= GetItemByGuid( guid
);
7058 SendLootRelease(guid
);
7062 if(loot_type
== LOOT_DISENCHANTING
)
7066 if(!item
->m_lootGenerated
)
7068 item
->m_lootGenerated
= true;
7070 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7073 else if(loot_type
== LOOT_PROSPECTING
)
7077 if(!item
->m_lootGenerated
)
7079 item
->m_lootGenerated
= true;
7081 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7084 else if(loot_type
== LOOT_MILLING
)
7088 if(!item
->m_lootGenerated
)
7090 item
->m_lootGenerated
= true;
7092 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7099 if(!item
->m_lootGenerated
)
7101 item
->m_lootGenerated
= true;
7103 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7105 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7109 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7111 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7113 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7115 SendLootRelease(guid
);
7119 loot
= &bones
->loot
;
7121 if (!bones
->lootForBody
)
7123 bones
->lootForBody
= true;
7124 uint32 pLevel
= bones
->loot
.gold
;
7125 bones
->loot
.clear();
7126 // It may need a better formula
7127 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7128 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7131 if (bones
->lootRecipient
!= this)
7132 permission
= NONE_PERMISSION
;
7136 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7138 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7139 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7141 SendLootRelease(guid
);
7145 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7147 SendLootRelease(guid
);
7151 loot
= &creature
->loot
;
7153 if(loot_type
== LOOT_PICKPOCKETING
)
7155 if ( !creature
->lootForPickPocketed
)
7157 creature
->lootForPickPocketed
= true;
7160 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7161 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7163 // Generate extra money for pick pocket loot
7164 const uint32 a
= urand(0, creature
->getLevel()/2);
7165 const uint32 b
= urand(0, getLevel()/2);
7166 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7171 // the player whose group may loot the corpse
7172 Player
*recipient
= creature
->GetLootRecipient();
7175 creature
->SetLootRecipient(this);
7179 if (creature
->lootForPickPocketed
)
7181 creature
->lootForPickPocketed
= false;
7185 if(!creature
->lootForBody
)
7187 creature
->lootForBody
= true;
7190 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7191 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7193 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7195 if(Group
* group
= recipient
->GetGroup())
7197 group
->UpdateLooterGuid(creature
,true);
7199 switch (group
->GetLootMethod())
7202 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7203 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7205 case NEED_BEFORE_GREED
:
7206 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7209 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7217 // possible only if creature->lootForBody && loot->empty() at spell cast check
7218 if (loot_type
== LOOT_SKINNING
)
7221 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7223 // set group rights only for loot_type != LOOT_SKINNING
7226 if(Group
* group
= GetGroup())
7228 if( group
== recipient
->GetGroup() )
7230 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7231 permission
= ALL_PERMISSION
;
7232 else if(group
->GetLooterGuid() == GetGUID())
7234 if(group
->GetLootMethod() == MASTER_LOOT
)
7235 permission
= MASTER_PERMISSION
;
7237 permission
= ALL_PERMISSION
;
7240 permission
= GROUP_PERMISSION
;
7243 permission
= NONE_PERMISSION
;
7245 else if(recipient
== this)
7246 permission
= ALL_PERMISSION
;
7248 permission
= NONE_PERMISSION
;
7255 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7256 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7257 loot_type
= LOOT_SKINNING
;
7259 if(loot_type
== LOOT_FISHINGHOLE
)
7260 loot_type
= LOOT_FISHING
;
7262 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7264 data
<< uint64(guid
);
7265 data
<< uint8(loot_type
);
7266 data
<< LootView(*loot
, this, permission
);
7268 SendDirectMessage(&data
);
7270 // add 'this' player as one of the players that are looting 'loot'
7271 if (permission
!= NONE_PERMISSION
)
7272 loot
->AddLooter(GetGUID());
7274 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7275 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7278 void Player::SendNotifyLootMoneyRemoved()
7280 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7281 GetSession()->SendPacket( &data
);
7284 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7286 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7287 data
<< uint8(lootSlot
);
7288 GetSession()->SendPacket( &data
);
7291 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7293 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7296 GetSession()->SendPacket(&data
);
7299 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7301 // data depends on zoneid/mapid...
7302 BattleGround
* bg
= GetBattleGround();
7303 uint16 NumberOfFields
= 0;
7304 uint32 mapid
= GetMapId();
7306 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7308 // may be exist better way to do this...
7331 NumberOfFields
= 41;
7334 NumberOfFields
= 15;
7337 NumberOfFields
= 83;
7340 NumberOfFields
= 16;
7344 NumberOfFields
= 40;
7347 NumberOfFields
= 27;
7350 NumberOfFields
= 39;
7353 NumberOfFields
= 38;
7356 NumberOfFields
= 37;
7361 NumberOfFields
= 11;
7364 NumberOfFields
= 11;
7367 NumberOfFields
= 12;
7371 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7372 data
<< uint32(mapid
); // mapid
7373 data
<< uint32(zoneid
); // zone id
7374 data
<< uint32(areaid
); // area id, new 2.1.0
7375 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7376 data
<< uint32(0x8d8) << uint32(0x0); // 1
7377 data
<< uint32(0x8d7) << uint32(0x0); // 2
7378 data
<< uint32(0x8d6) << uint32(0x0); // 3
7379 data
<< uint32(0x8d5) << uint32(0x0); // 4
7380 data
<< uint32(0x8d4) << uint32(0x0); // 5
7381 data
<< uint32(0x8d3) << uint32(0x0); // 6
7382 // 7 1 - Arena season in progress, 0 - end of season
7383 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7384 // 8 Arena season id
7385 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7386 if(mapid
== 530) // Outland
7388 data
<< uint32(0x9bf) << uint32(0x0); // 7
7389 data
<< uint32(0x9bd) << uint32(0xF); // 8
7390 data
<< uint32(0x9bb) << uint32(0xF); // 9
7405 data
<< uint32(0x7ae) << uint32(0x1); // 7
7406 data
<< uint32(0x532) << uint32(0x1); // 8
7407 data
<< uint32(0x531) << uint32(0x0); // 9
7408 data
<< uint32(0x52e) << uint32(0x0); // 10
7409 data
<< uint32(0x571) << uint32(0x0); // 11
7410 data
<< uint32(0x570) << uint32(0x0); // 12
7411 data
<< uint32(0x567) << uint32(0x1); // 13
7412 data
<< uint32(0x566) << uint32(0x1); // 14
7413 data
<< uint32(0x550) << uint32(0x1); // 15
7414 data
<< uint32(0x544) << uint32(0x0); // 16
7415 data
<< uint32(0x536) << uint32(0x0); // 17
7416 data
<< uint32(0x535) << uint32(0x1); // 18
7417 data
<< uint32(0x518) << uint32(0x0); // 19
7418 data
<< uint32(0x517) << uint32(0x0); // 20
7419 data
<< uint32(0x574) << uint32(0x0); // 21
7420 data
<< uint32(0x573) << uint32(0x0); // 22
7421 data
<< uint32(0x572) << uint32(0x0); // 23
7422 data
<< uint32(0x56f) << uint32(0x0); // 24
7423 data
<< uint32(0x56e) << uint32(0x0); // 25
7424 data
<< uint32(0x56d) << uint32(0x0); // 26
7425 data
<< uint32(0x56c) << uint32(0x0); // 27
7426 data
<< uint32(0x56b) << uint32(0x0); // 28
7427 data
<< uint32(0x56a) << uint32(0x1); // 29
7428 data
<< uint32(0x569) << uint32(0x1); // 30
7429 data
<< uint32(0x568) << uint32(0x1); // 13
7430 data
<< uint32(0x565) << uint32(0x0); // 32
7431 data
<< uint32(0x564) << uint32(0x0); // 33
7432 data
<< uint32(0x563) << uint32(0x0); // 34
7433 data
<< uint32(0x562) << uint32(0x0); // 35
7434 data
<< uint32(0x561) << uint32(0x0); // 36
7435 data
<< uint32(0x560) << uint32(0x0); // 37
7436 data
<< uint32(0x55f) << uint32(0x0); // 38
7437 data
<< uint32(0x55e) << uint32(0x0); // 39
7438 data
<< uint32(0x55d) << uint32(0x0); // 40
7439 data
<< uint32(0x3c6) << uint32(0x4); // 41
7440 data
<< uint32(0x3c4) << uint32(0x6); // 42
7441 data
<< uint32(0x3c2) << uint32(0x4); // 43
7442 data
<< uint32(0x516) << uint32(0x1); // 44
7443 data
<< uint32(0x515) << uint32(0x0); // 45
7444 data
<< uint32(0x3b6) << uint32(0x6); // 46
7445 data
<< uint32(0x55c) << uint32(0x0); // 47
7446 data
<< uint32(0x55b) << uint32(0x0); // 48
7447 data
<< uint32(0x55a) << uint32(0x0); // 49
7448 data
<< uint32(0x559) << uint32(0x0); // 50
7449 data
<< uint32(0x558) << uint32(0x0); // 51
7450 data
<< uint32(0x557) << uint32(0x0); // 52
7451 data
<< uint32(0x556) << uint32(0x0); // 53
7452 data
<< uint32(0x555) << uint32(0x0); // 54
7453 data
<< uint32(0x554) << uint32(0x1); // 55
7454 data
<< uint32(0x553) << uint32(0x1); // 56
7455 data
<< uint32(0x552) << uint32(0x1); // 57
7456 data
<< uint32(0x551) << uint32(0x1); // 58
7457 data
<< uint32(0x54f) << uint32(0x0); // 59
7458 data
<< uint32(0x54e) << uint32(0x0); // 60
7459 data
<< uint32(0x54d) << uint32(0x1); // 61
7460 data
<< uint32(0x54c) << uint32(0x0); // 62
7461 data
<< uint32(0x54b) << uint32(0x0); // 63
7462 data
<< uint32(0x545) << uint32(0x0); // 64
7463 data
<< uint32(0x543) << uint32(0x1); // 65
7464 data
<< uint32(0x542) << uint32(0x0); // 66
7465 data
<< uint32(0x540) << uint32(0x0); // 67
7466 data
<< uint32(0x53f) << uint32(0x0); // 68
7467 data
<< uint32(0x53e) << uint32(0x0); // 69
7468 data
<< uint32(0x53d) << uint32(0x0); // 70
7469 data
<< uint32(0x53c) << uint32(0x0); // 71
7470 data
<< uint32(0x53b) << uint32(0x0); // 72
7471 data
<< uint32(0x53a) << uint32(0x1); // 73
7472 data
<< uint32(0x539) << uint32(0x0); // 74
7473 data
<< uint32(0x538) << uint32(0x0); // 75
7474 data
<< uint32(0x537) << uint32(0x0); // 76
7475 data
<< uint32(0x534) << uint32(0x0); // 77
7476 data
<< uint32(0x533) << uint32(0x0); // 78
7477 data
<< uint32(0x530) << uint32(0x0); // 79
7478 data
<< uint32(0x52f) << uint32(0x0); // 80
7479 data
<< uint32(0x52d) << uint32(0x1); // 81
7482 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7483 bg
->FillInitialWorldStates(data
);
7486 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7487 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7488 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7489 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7490 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7491 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7492 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7493 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7497 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7498 bg
->FillInitialWorldStates(data
);
7501 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7502 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7503 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7504 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7505 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7506 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7507 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7508 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7509 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7510 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7511 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7512 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7513 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7514 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7515 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7516 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7517 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7518 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7519 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7520 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7521 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7522 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7523 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7524 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7525 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7526 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7527 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7528 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7529 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7530 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7531 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7532 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7536 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7537 bg
->FillInitialWorldStates(data
);
7540 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7541 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7542 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7543 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7544 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7545 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7546 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7547 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7548 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7549 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7550 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7551 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7552 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7553 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7554 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7555 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7556 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7557 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7558 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7559 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7560 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7561 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7562 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7563 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7564 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7565 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7566 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7567 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7568 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7569 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7570 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7571 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7572 // and some more ... unknown
7575 case 3483: // Hellfire Peninsula
7576 data
<< uint32(0x9ba) << uint32(0x1); // 10
7577 data
<< uint32(0x9b9) << uint32(0x1); // 11
7578 data
<< uint32(0x9b5) << uint32(0x0); // 12
7579 data
<< uint32(0x9b4) << uint32(0x1); // 13
7580 data
<< uint32(0x9b3) << uint32(0x0); // 14
7581 data
<< uint32(0x9b2) << uint32(0x0); // 15
7582 data
<< uint32(0x9b1) << uint32(0x1); // 16
7583 data
<< uint32(0x9b0) << uint32(0x0); // 17
7584 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7585 data
<< uint32(0x9ac) << uint32(0x0); // 19
7586 data
<< uint32(0x9a8) << uint32(0x0); // 20
7587 data
<< uint32(0x9a7) << uint32(0x0); // 21
7588 data
<< uint32(0x9a6) << uint32(0x1); // 22
7590 case 3519: // Terokkar Forest
7591 data
<< uint32(0xa41) << uint32(0x0); // 10
7592 data
<< uint32(0xa40) << uint32(0x14); // 11
7593 data
<< uint32(0xa3f) << uint32(0x0); // 12
7594 data
<< uint32(0xa3e) << uint32(0x0); // 13
7595 data
<< uint32(0xa3d) << uint32(0x5); // 14
7596 data
<< uint32(0xa3c) << uint32(0x0); // 15
7597 data
<< uint32(0xa87) << uint32(0x0); // 16
7598 data
<< uint32(0xa86) << uint32(0x0); // 17
7599 data
<< uint32(0xa85) << uint32(0x0); // 18
7600 data
<< uint32(0xa84) << uint32(0x0); // 19
7601 data
<< uint32(0xa83) << uint32(0x0); // 20
7602 data
<< uint32(0xa82) << uint32(0x0); // 21
7603 data
<< uint32(0xa81) << uint32(0x0); // 22
7604 data
<< uint32(0xa80) << uint32(0x0); // 23
7605 data
<< uint32(0xa7e) << uint32(0x0); // 24
7606 data
<< uint32(0xa7d) << uint32(0x0); // 25
7607 data
<< uint32(0xa7c) << uint32(0x0); // 26
7608 data
<< uint32(0xa7b) << uint32(0x0); // 27
7609 data
<< uint32(0xa7a) << uint32(0x0); // 28
7610 data
<< uint32(0xa79) << uint32(0x0); // 29
7611 data
<< uint32(0x9d0) << uint32(0x5); // 30
7612 data
<< uint32(0x9ce) << uint32(0x0); // 31
7613 data
<< uint32(0x9cd) << uint32(0x0); // 32
7614 data
<< uint32(0x9cc) << uint32(0x0); // 33
7615 data
<< uint32(0xa88) << uint32(0x0); // 34
7616 data
<< uint32(0xad0) << uint32(0x0); // 35
7617 data
<< uint32(0xacf) << uint32(0x1); // 36
7619 case 3521: // Zangarmarsh
7620 data
<< uint32(0x9e1) << uint32(0x0); // 10
7621 data
<< uint32(0x9e0) << uint32(0x0); // 11
7622 data
<< uint32(0x9df) << uint32(0x0); // 12
7623 data
<< uint32(0xa5d) << uint32(0x1); // 13
7624 data
<< uint32(0xa5c) << uint32(0x0); // 14
7625 data
<< uint32(0xa5b) << uint32(0x1); // 15
7626 data
<< uint32(0xa5a) << uint32(0x0); // 16
7627 data
<< uint32(0xa59) << uint32(0x1); // 17
7628 data
<< uint32(0xa58) << uint32(0x0); // 18
7629 data
<< uint32(0xa57) << uint32(0x0); // 19
7630 data
<< uint32(0xa56) << uint32(0x0); // 20
7631 data
<< uint32(0xa55) << uint32(0x1); // 21
7632 data
<< uint32(0xa54) << uint32(0x0); // 22
7633 data
<< uint32(0x9e7) << uint32(0x0); // 23
7634 data
<< uint32(0x9e6) << uint32(0x0); // 24
7635 data
<< uint32(0x9e5) << uint32(0x0); // 25
7636 data
<< uint32(0xa00) << uint32(0x0); // 26
7637 data
<< uint32(0x9ff) << uint32(0x1); // 27
7638 data
<< uint32(0x9fe) << uint32(0x0); // 28
7639 data
<< uint32(0x9fd) << uint32(0x0); // 29
7640 data
<< uint32(0x9fc) << uint32(0x1); // 30
7641 data
<< uint32(0x9fb) << uint32(0x0); // 31
7642 data
<< uint32(0xa62) << uint32(0x0); // 32
7643 data
<< uint32(0xa61) << uint32(0x1); // 33
7644 data
<< uint32(0xa60) << uint32(0x1); // 34
7645 data
<< uint32(0xa5f) << uint32(0x0); // 35
7647 case 3698: // Nagrand Arena
7648 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7649 bg
->FillInitialWorldStates(data
);
7652 data
<< uint32(0xa0f) << uint32(0x0); // 7
7653 data
<< uint32(0xa10) << uint32(0x0); // 8
7654 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7657 case 3702: // Blade's Edge Arena
7658 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7659 bg
->FillInitialWorldStates(data
);
7662 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7663 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7664 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7667 case 3968: // Ruins of Lordaeron
7668 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7669 bg
->FillInitialWorldStates(data
);
7672 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7673 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7674 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7677 case 3703: // Shattrath City
7680 data
<< uint32(0x914) << uint32(0x0); // 7
7681 data
<< uint32(0x913) << uint32(0x0); // 8
7682 data
<< uint32(0x912) << uint32(0x0); // 9
7683 data
<< uint32(0x915) << uint32(0x0); // 10
7686 GetSession()->SendPacket(&data
);
7689 uint32
Player::GetXPRestBonus(uint32 xp
)
7691 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7693 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7696 SetRestBonus( GetRestBonus() - rested_bonus
);
7698 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7699 return rested_bonus
;
7702 void Player::SetBindPoint(uint64 guid
)
7704 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7705 data
<< uint64(guid
);
7706 GetSession()->SendPacket( &data
);
7709 void Player::SendTalentWipeConfirm(uint64 guid
)
7711 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7712 data
<< uint64(guid
);
7713 data
<< uint32(resetTalentsCost());
7714 GetSession()->SendPacket( &data
);
7717 void Player::SendPetSkillWipeConfirm()
7719 Pet
* pet
= GetPet();
7722 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7723 data
<< pet
->GetGUID();
7724 data
<< uint32(pet
->resetTalentsCost());
7725 GetSession()->SendPacket( &data
);
7728 /*********************************************************/
7729 /*** STORAGE SYSTEM ***/
7730 /*********************************************************/
7732 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7737 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7739 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7743 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7744 else if(charges
<= 1)
7746 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7747 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7752 void Player::SetSheath( uint32 sheathed
)
7756 case SHEATH_STATE_UNARMED
: // no prepared weapon
7757 SetVirtualItemSlot(0,NULL
);
7758 SetVirtualItemSlot(1,NULL
);
7759 SetVirtualItemSlot(2,NULL
);
7761 case SHEATH_STATE_MELEE
: // prepared melee weapon
7763 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7764 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7765 SetVirtualItemSlot(2,NULL
);
7767 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7768 SetVirtualItemSlot(0,NULL
);
7769 SetVirtualItemSlot(1,NULL
);
7770 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7773 SetVirtualItemSlot(0,NULL
);
7774 SetVirtualItemSlot(1,NULL
);
7775 SetVirtualItemSlot(2,NULL
);
7778 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7781 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7783 uint8 pClass
= getClass();
7786 slots
[0] = NULL_SLOT
;
7787 slots
[1] = NULL_SLOT
;
7788 slots
[2] = NULL_SLOT
;
7789 slots
[3] = NULL_SLOT
;
7790 switch( proto
->InventoryType
)
7793 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7796 slots
[0] = EQUIPMENT_SLOT_NECK
;
7798 case INVTYPE_SHOULDERS
:
7799 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7802 slots
[0] = EQUIPMENT_SLOT_BODY
;
7805 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7808 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7811 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7814 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7817 slots
[0] = EQUIPMENT_SLOT_FEET
;
7819 case INVTYPE_WRISTS
:
7820 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7823 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7825 case INVTYPE_FINGER
:
7826 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7827 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7829 case INVTYPE_TRINKET
:
7830 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7831 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7834 slots
[0] = EQUIPMENT_SLOT_BACK
;
7836 case INVTYPE_WEAPON
:
7838 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7840 // suggest offhand slot only if know dual wielding
7841 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7843 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7846 case INVTYPE_SHIELD
:
7847 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7849 case INVTYPE_RANGED
:
7850 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7852 case INVTYPE_2HWEAPON
:
7853 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7854 if (CanDualWield() && CanTitanGrip())
7855 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7857 case INVTYPE_TABARD
:
7858 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7860 case INVTYPE_WEAPONMAINHAND
:
7861 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7863 case INVTYPE_WEAPONOFFHAND
:
7864 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7866 case INVTYPE_HOLDABLE
:
7867 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7869 case INVTYPE_THROWN
:
7870 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7872 case INVTYPE_RANGEDRIGHT
:
7873 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7876 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
7877 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
7878 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
7879 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
7883 switch(proto
->SubClass
)
7885 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7886 if (pClass
== CLASS_PALADIN
)
7887 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7889 case ITEM_SUBCLASS_ARMOR_IDOL
:
7890 if (pClass
== CLASS_DRUID
)
7891 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7893 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7894 if (pClass
== CLASS_SHAMAN
)
7895 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7897 case ITEM_SUBCLASS_ARMOR_MISC
:
7898 if (pClass
== CLASS_WARLOCK
)
7899 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7901 case ITEM_SUBCLASS_ARMOR_SIGIL
:
7902 if (pClass
== CLASS_DEATH_KNIGHT
)
7903 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7912 if( slot
!= NULL_SLOT
)
7914 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7916 for (int i
= 0; i
< 4; i
++)
7918 if ( slots
[i
] == slot
)
7925 // search free slot at first
7926 for (int i
= 0; i
< 4; i
++)
7928 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7930 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
7931 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
7936 // if not found free and can swap return first appropriate from used
7937 for (int i
= 0; i
< 4; i
++)
7939 if ( slots
[i
] != NULL_SLOT
&& swap
)
7948 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
7951 uint32 tempcount
= 0;
7953 uint8 res
= EQUIP_ERR_OK
;
7955 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7957 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7958 if( pItem
&& pItem
->GetEntry() == item
)
7960 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
7961 if(ires
==EQUIP_ERR_OK
)
7963 tempcount
+= pItem
->GetCount();
7964 if( tempcount
>= count
)
7965 return EQUIP_ERR_OK
;
7971 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
7973 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7974 if( pItem
&& pItem
->GetEntry() == item
)
7976 tempcount
+= pItem
->GetCount();
7977 if( tempcount
>= count
)
7978 return EQUIP_ERR_OK
;
7981 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
7983 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7984 if( pItem
&& pItem
->GetEntry() == item
)
7986 tempcount
+= pItem
->GetCount();
7987 if( tempcount
>= count
)
7988 return EQUIP_ERR_OK
;
7992 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7994 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7997 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
7999 pItem
= GetItemByPos( i
, j
);
8000 if( pItem
&& pItem
->GetEntry() == item
)
8002 tempcount
+= pItem
->GetCount();
8003 if( tempcount
>= count
)
8004 return EQUIP_ERR_OK
;
8010 // not found req. item count and have unequippable items
8014 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8017 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8019 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8020 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8021 count
+= pItem
->GetCount();
8023 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8025 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8026 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8027 count
+= pItem
->GetCount();
8029 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8031 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8033 count
+= pBag
->GetItemCount(item
,skipItem
);
8036 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8038 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8040 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8041 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8042 count
+= pItem
->GetGemCountWithID(item
);
8048 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8050 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8051 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8052 count
+= pItem
->GetCount();
8054 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8056 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8058 count
+= pBag
->GetItemCount(item
,skipItem
);
8061 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8063 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8065 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8066 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8067 count
+= pItem
->GetGemCountWithID(item
);
8075 Item
* Player::GetItemByGuid( uint64 guid
) const
8077 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8079 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8080 if( pItem
&& pItem
->GetGUID() == guid
)
8083 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8085 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8086 if( pItem
&& pItem
->GetGUID() == guid
)
8090 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8092 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8095 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8097 Item
* pItem
= pBag
->GetItemByPos( j
);
8098 if( pItem
&& pItem
->GetGUID() == guid
)
8103 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8105 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8108 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8110 Item
* pItem
= pBag
->GetItemByPos( j
);
8111 if( pItem
&& pItem
->GetGUID() == guid
)
8120 Item
* Player::GetItemByPos( uint16 pos
) const
8122 uint8 bag
= pos
>> 8;
8123 uint8 slot
= pos
& 255;
8124 return GetItemByPos( bag
, slot
);
8127 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8129 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8130 return m_items
[slot
];
8131 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8132 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8134 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8136 return pBag
->GetItemByPos(slot
);
8141 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8146 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8147 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8148 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8149 default: return NULL
;
8152 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8153 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8159 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8165 Item
* Player::GetShield(bool useable
) const
8167 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8168 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8174 if( item
->IsBroken())
8180 uint32
Player::GetAttackBySlot( uint8 slot
)
8184 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8185 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8186 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8187 default: return MAX_ATTACK
;
8191 bool Player::HasBankBagSlot( uint8 slot
) const
8193 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8194 if( slot
< maxslot
)
8199 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8201 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8203 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8205 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8207 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8212 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8214 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8216 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8221 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8223 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8225 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8227 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8232 bool Player::IsBagPos( uint16 pos
)
8234 uint8 bag
= pos
>> 8;
8235 uint8 slot
= pos
& 255;
8236 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8238 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8243 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8249 if (bag
== INVENTORY_SLOT_BAG_0
)
8251 // any post selected
8252 if (slot
== NULL_SLOT
)
8256 if (slot
< EQUIPMENT_SLOT_END
)
8260 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8264 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8268 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8272 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8276 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8282 // bag content slots
8283 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8285 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8289 // any post selected
8290 if (slot
== NULL_SLOT
)
8293 return slot
< pBag
->GetBagSize();
8296 // bank bag content slots
8297 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8299 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8303 // any post selected
8304 if (slot
== NULL_SLOT
)
8307 return slot
< pBag
->GetBagSize();
8315 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8317 uint32 tempcount
= 0;
8318 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8320 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8321 if( pItem
&& pItem
->GetEntry() == item
)
8323 tempcount
+= pItem
->GetCount();
8324 if( tempcount
>= count
)
8328 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8330 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8331 if( pItem
&& pItem
->GetEntry() == item
)
8333 tempcount
+= pItem
->GetCount();
8334 if( tempcount
>= count
)
8338 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8340 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8342 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8344 Item
* pItem
= GetItemByPos( i
, j
);
8345 if( pItem
&& pItem
->GetEntry() == item
)
8347 tempcount
+= pItem
->GetCount();
8348 if( tempcount
>= count
)
8357 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8359 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8360 if( pItem
&& pItem
->GetEntry() == item
)
8362 tempcount
+= pItem
->GetCount();
8363 if( tempcount
>= count
)
8367 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8369 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8371 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8373 Item
* pItem
= GetItemByPos( i
, j
);
8374 if( pItem
&& pItem
->GetEntry() == item
)
8376 tempcount
+= pItem
->GetCount();
8377 if( tempcount
>= count
)
8388 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8390 uint32 tempcount
= 0;
8391 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8393 if(i
==int(except_slot
))
8396 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8397 if( pItem
&& pItem
->GetEntry() == item
)
8399 tempcount
+= pItem
->GetCount();
8400 if( tempcount
>= count
)
8405 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8406 if (pProto
&& pProto
->GemProperties
)
8408 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8410 if(i
==int(except_slot
))
8413 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8414 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8416 tempcount
+= pItem
->GetGemCountWithID(item
);
8417 if( tempcount
>= count
)
8426 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8428 uint32 tempcount
= 0;
8429 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8431 if(i
==int(except_slot
))
8434 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8438 ItemPrototype
const *pProto
= pItem
->GetProto();
8442 if (pProto
->ItemLimitCategory
== limitCategory
)
8444 tempcount
+= pItem
->GetCount();
8445 if( tempcount
>= count
)
8449 if( pProto
->Socket
[0].Color
)
8451 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8452 if( tempcount
>= count
)
8460 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8462 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8466 *no_space_count
= count
;
8467 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8471 if(pProto
->MaxCount
<= 0)
8472 return EQUIP_ERR_OK
;
8474 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8476 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8479 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8480 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8483 return EQUIP_ERR_OK
;
8486 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8489 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8491 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8492 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8495 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8497 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8498 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8501 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8503 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8505 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8507 pItem
= GetItemByPos( i
, j
);
8508 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8516 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8518 Item
* pItem2
= GetItemByPos( bag
, slot
);
8520 // ignore move item (this slot will be empty at move)
8521 if(pItem2
==pSrcItem
)
8526 // empty specific slot - check item fit to slot
8527 if( !pItem2
|| swap
)
8529 if( bag
== INVENTORY_SLOT_BAG_0
)
8532 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8533 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8535 // vanitypet case (not use, vanity pets stored as spells)
8536 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
)
8537 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8539 // currencytoken case (disabled until proper implement)
8540 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8541 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8543 // guestbag case (not use)
8544 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
)
8545 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8548 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8549 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8553 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8555 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8557 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8559 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8561 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8562 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8565 // non empty stack with space
8566 need_space
= pProto
->GetMaxStackSize();
8568 // non empty slot, check item type
8572 if(pItem2
->GetEntry() != pProto
->ItemId
)
8573 return EQUIP_ERR_ITEM_CANT_STACK
;
8576 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8577 return EQUIP_ERR_ITEM_CANT_STACK
;
8579 // free stack space or infinity
8580 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8583 if(need_space
> count
)
8586 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8587 if(!newPosition
.isContainedIn(dest
))
8589 dest
.push_back(newPosition
);
8590 count
-= need_space
;
8592 return EQUIP_ERR_OK
;
8595 uint8
Player::_CanStoreItem_InBag( uint8 bag
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool merge
, bool non_specialized
, Item
* pSrcItem
, uint8 skip_bag
, uint8 skip_slot
) const
8597 // skip specific bag already processed in first called _CanStoreItem_InBag
8599 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8601 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8603 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8605 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8607 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8609 // specialized bag mode or non-specilized
8610 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8611 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8613 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8614 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8616 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8618 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8622 Item
* pItem2
= GetItemByPos( bag
, j
);
8624 // ignore move item (this slot will be empty at move)
8625 if(pItem2
==pSrcItem
)
8628 // if merge skip empty, if !merge skip non-empty
8629 if((pItem2
!=NULL
)!=merge
)
8634 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8636 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8637 if(need_space
> count
)
8640 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8641 if(!newPosition
.isContainedIn(dest
))
8643 dest
.push_back(newPosition
);
8644 count
-= need_space
;
8647 return EQUIP_ERR_OK
;
8653 uint32 need_space
= pProto
->GetMaxStackSize();
8654 if(need_space
> count
)
8657 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8658 if(!newPosition
.isContainedIn(dest
))
8660 dest
.push_back(newPosition
);
8661 count
-= need_space
;
8664 return EQUIP_ERR_OK
;
8668 return EQUIP_ERR_OK
;
8671 uint8
Player::_CanStoreItem_InInventorySlots( uint8 slot_begin
, uint8 slot_end
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool merge
, Item
* pSrcItem
, uint8 skip_bag
, uint8 skip_slot
) const
8673 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8675 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8676 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8679 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8681 // ignore move item (this slot will be empty at move)
8682 if(pItem2
==pSrcItem
)
8685 // if merge skip empty, if !merge skip non-empty
8686 if((pItem2
!=NULL
)!=merge
)
8691 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8693 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8694 if(need_space
> count
)
8696 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8697 if(!newPosition
.isContainedIn(dest
))
8699 dest
.push_back(newPosition
);
8700 count
-= need_space
;
8703 return EQUIP_ERR_OK
;
8709 uint32 need_space
= pProto
->GetMaxStackSize();
8710 if(need_space
> count
)
8713 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8714 if(!newPosition
.isContainedIn(dest
))
8716 dest
.push_back(newPosition
);
8717 count
-= need_space
;
8720 return EQUIP_ERR_OK
;
8724 return EQUIP_ERR_OK
;
8727 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8729 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8731 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8735 *no_space_count
= count
;
8736 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8739 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8742 *no_space_count
= count
;
8743 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8746 // check count of items (skip for auto move for same player from bank)
8747 uint32 no_similar_count
= 0; // can't store this amount similar items
8748 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8749 if(res
!=EQUIP_ERR_OK
)
8751 if(count
==no_similar_count
)
8754 *no_space_count
= no_similar_count
;
8757 count
-= no_similar_count
;
8761 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8763 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8764 if(res
!=EQUIP_ERR_OK
)
8767 *no_space_count
= count
+ no_similar_count
;
8773 if(no_similar_count
==0)
8774 return EQUIP_ERR_OK
;
8777 *no_space_count
= count
+ no_similar_count
;
8778 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8782 // not specific slot or have space for partly store only in specific slot
8785 if( bag
!= NULL_BAG
)
8787 // search stack in bag for merge to
8788 if( pProto
->Stackable
!= 1 )
8790 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8792 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8793 if(res
!=EQUIP_ERR_OK
)
8796 *no_space_count
= count
+ no_similar_count
;
8802 if(no_similar_count
==0)
8803 return EQUIP_ERR_OK
;
8806 *no_space_count
= count
+ no_similar_count
;
8807 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8810 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8811 if(res
!=EQUIP_ERR_OK
)
8814 *no_space_count
= count
+ no_similar_count
;
8820 if(no_similar_count
==0)
8821 return EQUIP_ERR_OK
;
8824 *no_space_count
= count
+ no_similar_count
;
8825 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8828 else // equipped bag
8830 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8831 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8832 if(res
!=EQUIP_ERR_OK
)
8833 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8835 if(res
!=EQUIP_ERR_OK
)
8838 *no_space_count
= count
+ no_similar_count
;
8844 if(no_similar_count
==0)
8845 return EQUIP_ERR_OK
;
8848 *no_space_count
= count
+ no_similar_count
;
8849 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8854 // search free slot in bag for place to
8855 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8857 // search free slot - keyring case
8858 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8860 uint32 keyringSize
= GetMaxKeyringSize();
8861 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8862 if(res
!=EQUIP_ERR_OK
)
8865 *no_space_count
= count
+ no_similar_count
;
8871 if(no_similar_count
==0)
8872 return EQUIP_ERR_OK
;
8875 *no_space_count
= count
+ no_similar_count
;
8876 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8879 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8880 if(res
!=EQUIP_ERR_OK
)
8883 *no_space_count
= count
+ no_similar_count
;
8889 if(no_similar_count
==0)
8890 return EQUIP_ERR_OK
;
8893 *no_space_count
= count
+ no_similar_count
;
8894 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8897 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
8899 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8900 if(res
!=EQUIP_ERR_OK
)
8903 *no_space_count
= count
+ no_similar_count
;
8909 if(no_similar_count
==0)
8910 return EQUIP_ERR_OK
;
8913 *no_space_count
= count
+ no_similar_count
;
8914 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8918 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8919 if(res
!=EQUIP_ERR_OK
)
8922 *no_space_count
= count
+ no_similar_count
;
8928 if(no_similar_count
==0)
8929 return EQUIP_ERR_OK
;
8932 *no_space_count
= count
+ no_similar_count
;
8933 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8936 else // equipped bag
8938 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8939 if(res
!=EQUIP_ERR_OK
)
8940 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8942 if(res
!=EQUIP_ERR_OK
)
8945 *no_space_count
= count
+ no_similar_count
;
8951 if(no_similar_count
==0)
8952 return EQUIP_ERR_OK
;
8955 *no_space_count
= count
+ no_similar_count
;
8956 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8961 // not specific bag or have space for partly store only in specific bag
8963 // search stack for merge to
8964 if( pProto
->Stackable
!= 1 )
8966 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8967 if(res
!=EQUIP_ERR_OK
)
8970 *no_space_count
= count
+ no_similar_count
;
8976 if(no_similar_count
==0)
8977 return EQUIP_ERR_OK
;
8980 *no_space_count
= count
+ no_similar_count
;
8981 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8984 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8985 if(res
!=EQUIP_ERR_OK
)
8988 *no_space_count
= count
+ no_similar_count
;
8994 if(no_similar_count
==0)
8995 return EQUIP_ERR_OK
;
8998 *no_space_count
= count
+ no_similar_count
;
8999 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9002 if( pProto
->BagFamily
)
9004 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9006 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9007 if(res
!=EQUIP_ERR_OK
)
9012 if(no_similar_count
==0)
9013 return EQUIP_ERR_OK
;
9016 *no_space_count
= count
+ no_similar_count
;
9017 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9022 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9024 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9025 if(res
!=EQUIP_ERR_OK
)
9030 if(no_similar_count
==0)
9031 return EQUIP_ERR_OK
;
9034 *no_space_count
= count
+ no_similar_count
;
9035 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9040 // search free slot - special bag case
9041 if( pProto
->BagFamily
)
9043 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9045 uint32 keyringSize
= GetMaxKeyringSize();
9046 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9047 if(res
!=EQUIP_ERR_OK
)
9050 *no_space_count
= count
+ no_similar_count
;
9056 if(no_similar_count
==0)
9057 return EQUIP_ERR_OK
;
9060 *no_space_count
= count
+ no_similar_count
;
9061 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9064 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9066 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9067 if(res
!=EQUIP_ERR_OK
)
9070 *no_space_count
= count
+ no_similar_count
;
9076 if(no_similar_count
==0)
9077 return EQUIP_ERR_OK
;
9080 *no_space_count
= count
+ no_similar_count
;
9081 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9085 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9087 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9088 if(res
!=EQUIP_ERR_OK
)
9093 if(no_similar_count
==0)
9094 return EQUIP_ERR_OK
;
9097 *no_space_count
= count
+ no_similar_count
;
9098 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9104 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9105 if(res
!=EQUIP_ERR_OK
)
9108 *no_space_count
= count
+ no_similar_count
;
9114 if(no_similar_count
==0)
9115 return EQUIP_ERR_OK
;
9118 *no_space_count
= count
+ no_similar_count
;
9119 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9122 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9124 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9125 if(res
!=EQUIP_ERR_OK
)
9130 if(no_similar_count
==0)
9131 return EQUIP_ERR_OK
;
9134 *no_space_count
= count
+ no_similar_count
;
9135 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9140 *no_space_count
= count
+ no_similar_count
;
9142 return EQUIP_ERR_INVENTORY_FULL
;
9145 //////////////////////////////////////////////////////////////////////////
9146 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9151 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9152 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9153 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9154 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9156 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9157 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9158 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9159 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9161 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9163 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9165 if (pItem2
&& !pItem2
->IsInTrade())
9167 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9171 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9173 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9175 if (pItem2
&& !pItem2
->IsInTrade())
9177 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9181 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9183 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9185 if (pItem2
&& !pItem2
->IsInTrade())
9187 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9191 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9193 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9195 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9197 pItem2
= GetItemByPos( i
, j
);
9198 if (pItem2
&& !pItem2
->IsInTrade())
9200 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9206 // check free space for all items
9207 for (int k
=0;k
<count
;k
++)
9209 Item
*pItem
= pItems
[k
];
9212 if (!pItem
) continue;
9214 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9215 ItemPrototype
const *pProto
= pItem
->GetProto();
9219 return EQUIP_ERR_ITEM_NOT_FOUND
;
9222 if(pItem
->IsBindedNotWith(GetGUID()))
9223 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9226 ItemPrototype
const *pBagProto
;
9228 // item is 'one item only'
9229 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9230 if(res
!= EQUIP_ERR_OK
)
9233 // search stack for merge to
9234 if( pProto
->Stackable
!= 1 )
9236 bool b_found
= false;
9238 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9240 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9241 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9243 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9248 if (b_found
) continue;
9250 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9252 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9253 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9255 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9260 if (b_found
) continue;
9262 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9264 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9265 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9267 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9272 if (b_found
) continue;
9274 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9276 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9279 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9281 pItem2
= GetItemByPos( t
, j
);
9282 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9284 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9291 if (b_found
) continue;
9295 if( pProto
->BagFamily
)
9297 bool b_found
= false;
9298 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9300 uint32 keyringSize
= GetMaxKeyringSize();
9301 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9303 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9305 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9312 if (b_found
) continue;
9314 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9316 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9318 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9320 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9327 if (b_found
) continue;
9329 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9331 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9334 pBagProto
= pBag
->GetProto();
9336 // not plain container check
9337 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9338 ItemCanGoIntoBag(pProto
,pBagProto
) )
9340 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9342 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9344 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9352 if (b_found
) continue;
9356 bool b_found
= false;
9357 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9359 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9361 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9366 if (b_found
) continue;
9368 // search free slot in bags
9369 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9371 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9374 pBagProto
= pBag
->GetProto();
9376 // special bag already checked
9377 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9380 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9382 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9384 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9392 // no free slot found?
9394 return EQUIP_ERR_INVENTORY_FULL
;
9397 return EQUIP_ERR_OK
;
9400 //////////////////////////////////////////////////////////////////////////
9401 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9404 Item
*pItem
= Item::CreateItem( item
, 1, this );
9407 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9412 return EQUIP_ERR_ITEM_NOT_FOUND
;
9415 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9420 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9421 ItemPrototype
const *pProto
= pItem
->GetProto();
9424 if(pItem
->IsBindedNotWith(GetGUID()))
9425 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9427 // check count of items (skip for auto move for same player from bank)
9428 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9429 if(res
!= EQUIP_ERR_OK
)
9432 // check this only in game
9435 // May be here should be more stronger checks; STUNNED checked
9436 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9437 if (hasUnitState(UNIT_STAT_STUNNED
))
9438 return EQUIP_ERR_YOU_ARE_STUNNED
;
9440 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9442 // - in-progress arenas
9443 if( !pProto
->CanChangeEquipStateInCombat() )
9446 return EQUIP_ERR_NOT_IN_COMBAT
;
9448 if(BattleGround
* bg
= GetBattleGround())
9449 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9450 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9453 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9454 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9456 if(IsNonMeleeSpellCasted(false))
9457 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9460 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9461 if( eslot
== NULL_SLOT
)
9462 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9464 uint8 msg
= CanUseItem( pItem
, not_loading
);
9465 if( msg
!= EQUIP_ERR_OK
)
9467 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9468 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9470 // if swap ignore item (equipped also)
9471 if(uint8 res
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9474 // check unique-equipped special item classes
9475 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9477 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9479 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9481 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9483 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9485 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9486 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9488 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9495 uint32 type
= pProto
->InventoryType
;
9497 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9499 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9502 return EQUIP_ERR_CANT_DUAL_WIELD
;
9504 else if (type
== INVTYPE_2HWEAPON
)
9506 if(!CanDualWield() || !CanTitanGrip())
9507 return EQUIP_ERR_CANT_DUAL_WIELD
;
9511 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9514 // equip two-hand weapon case (with possible unequip 2 items)
9515 if( type
== INVTYPE_2HWEAPON
)
9517 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9519 if (!CanTitanGrip())
9520 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9522 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9523 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9525 if (!CanTitanGrip())
9527 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9528 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9529 ItemPosCountVec off_dest
;
9530 if( offItem
&& (!not_loading
||
9531 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9532 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9533 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9536 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9537 return EQUIP_ERR_OK
;
9541 return EQUIP_ERR_ITEM_NOT_FOUND
;
9543 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9546 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9548 // Applied only to equipped items and bank bags
9549 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9550 return EQUIP_ERR_OK
;
9552 Item
* pItem
= GetItemByPos(pos
);
9554 // Applied only to existed equipped item
9556 return EQUIP_ERR_OK
;
9558 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9560 ItemPrototype
const *pProto
= pItem
->GetProto();
9562 return EQUIP_ERR_ITEM_NOT_FOUND
;
9564 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9566 // - in-progress arenas
9567 if( !pProto
->CanChangeEquipStateInCombat() )
9570 return EQUIP_ERR_NOT_IN_COMBAT
;
9572 if(BattleGround
* bg
= GetBattleGround())
9573 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9574 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9577 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9578 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9580 return EQUIP_ERR_OK
;
9583 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9586 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9588 uint32 count
= pItem
->GetCount();
9590 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9591 ItemPrototype
const *pProto
= pItem
->GetProto();
9593 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9595 if( pItem
->IsBindedNotWith(GetGUID()) )
9596 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9598 // check count of items (skip for auto move for same player from bank)
9599 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9600 if(res
!= EQUIP_ERR_OK
)
9604 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9606 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9608 if (!pItem
->IsBag())
9609 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9611 Bag
*pBag
= (Bag
*)pItem
;
9612 if( !HasBankBagSlot( slot
) )
9613 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9615 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9619 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9620 if(res
!=EQUIP_ERR_OK
)
9624 return EQUIP_ERR_OK
;
9627 // not specific slot or have space for partly store only in specific slot
9630 if( bag
!= NULL_BAG
)
9632 if( pProto
->InventoryType
== INVTYPE_BAG
)
9634 Bag
*pBag
= (Bag
*)pItem
;
9635 if( pBag
&& !pBag
->IsEmpty() )
9636 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9639 // search stack in bag for merge to
9640 if( pProto
->Stackable
!= 1 )
9642 if( bag
== INVENTORY_SLOT_BAG_0
)
9644 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9645 if(res
!=EQUIP_ERR_OK
)
9649 return EQUIP_ERR_OK
;
9653 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9654 if(res
!=EQUIP_ERR_OK
)
9655 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9657 if(res
!=EQUIP_ERR_OK
)
9661 return EQUIP_ERR_OK
;
9665 // search free slot in bag
9666 if( bag
== INVENTORY_SLOT_BAG_0
)
9668 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9669 if(res
!=EQUIP_ERR_OK
)
9673 return EQUIP_ERR_OK
;
9677 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9678 if(res
!=EQUIP_ERR_OK
)
9679 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9681 if(res
!=EQUIP_ERR_OK
)
9685 return EQUIP_ERR_OK
;
9689 // not specific bag or have space for partly store only in specific bag
9691 // search stack for merge to
9692 if( pProto
->Stackable
!= 1 )
9695 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9696 if(res
!=EQUIP_ERR_OK
)
9700 return EQUIP_ERR_OK
;
9703 if( pProto
->BagFamily
)
9705 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9707 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9708 if(res
!=EQUIP_ERR_OK
)
9712 return EQUIP_ERR_OK
;
9716 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9718 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9719 if(res
!=EQUIP_ERR_OK
)
9723 return EQUIP_ERR_OK
;
9727 // search free place in special bag
9728 if( pProto
->BagFamily
)
9730 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9732 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9733 if(res
!=EQUIP_ERR_OK
)
9737 return EQUIP_ERR_OK
;
9741 // search free space
9742 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9743 if(res
!=EQUIP_ERR_OK
)
9747 return EQUIP_ERR_OK
;
9749 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9751 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9752 if(res
!=EQUIP_ERR_OK
)
9756 return EQUIP_ERR_OK
;
9758 return EQUIP_ERR_BANK_FULL
;
9761 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9765 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9766 if( !isAlive() && not_loading
)
9767 return EQUIP_ERR_YOU_ARE_DEAD
;
9769 // return EQUIP_ERR_YOU_ARE_STUNNED;
9770 ItemPrototype
const *pProto
= pItem
->GetProto();
9773 if( pItem
->IsBindedNotWith(GetGUID()) )
9774 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9775 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9776 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9777 if( pItem
->GetSkill() != 0 )
9779 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9780 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9782 if( pProto
->RequiredSkill
!= 0 )
9784 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9785 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9786 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9787 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9789 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9790 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9791 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9792 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9793 if( getLevel() < pProto
->RequiredLevel
)
9794 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9795 return EQUIP_ERR_OK
;
9798 return EQUIP_ERR_ITEM_NOT_FOUND
;
9801 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9803 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9807 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9809 if( pProto
->RequiredSkill
!= 0 )
9811 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9813 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9816 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9818 if( getLevel() < pProto
->RequiredLevel
)
9825 uint8
Player::CanUseAmmo( uint32 item
) const
9827 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9829 return EQUIP_ERR_YOU_ARE_DEAD
;
9831 // return EQUIP_ERR_YOU_ARE_STUNNED;
9832 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9835 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9836 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9837 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9838 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9839 if( pProto
->RequiredSkill
!= 0 )
9841 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9842 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9843 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9844 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9846 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9847 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9848 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9849 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9851 if( getLevel() < pProto
->RequiredLevel
)
9852 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9855 if(GetDummyAura(46699))
9856 return EQUIP_ERR_BAG_FULL6
;
9858 return EQUIP_ERR_OK
;
9860 return EQUIP_ERR_ITEM_NOT_FOUND
;
9863 void Player::SetAmmo( uint32 item
)
9869 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9875 uint8 msg
= CanUseAmmo( item
);
9876 if( msg
!= EQUIP_ERR_OK
)
9878 SendEquipError( msg
, NULL
, NULL
);
9883 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9885 _ApplyAmmoBonuses();
9888 void Player::RemoveAmmo()
9890 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9894 if(CanModifyStats())
9895 UpdateDamagePhysical(RANGED_ATTACK
);
9898 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9899 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9902 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9903 count
+= itr
->count
;
9905 Item
*pItem
= Item::CreateItem( item
, count
, this );
9908 ItemAddedQuestCheck( item
, count
);
9909 if(randomPropertyId
)
9910 pItem
->SetItemRandomProperties(randomPropertyId
);
9911 pItem
= StoreItem( dest
, pItem
, update
);
9916 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9921 Item
* lastItem
= pItem
;
9922 uint32 entry
= pItem
->GetEntry();
9923 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9925 uint16 pos
= itr
->pos
;
9926 uint32 count
= itr
->count
;
9930 if(itr
== dest
.end())
9932 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9936 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9938 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
9942 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9943 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
9948 uint8 bag
= pos
>> 8;
9949 uint8 slot
= pos
& 255;
9951 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
9953 Item
*pItem2
= GetItemByPos( bag
, slot
);
9958 pItem
= pItem
->CloneItem(count
,this);
9960 pItem
->SetCount(count
);
9965 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9966 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9967 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9968 pItem
->SetBinding( true );
9970 if( bag
== INVENTORY_SLOT_BAG_0
)
9972 m_items
[slot
] = pItem
;
9973 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
9974 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
9975 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
9977 pItem
->SetSlot( slot
);
9978 pItem
->SetContainer( NULL
);
9980 // need update known currency
9981 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
9982 UpdateKnownCurrencies(pItem
->GetEntry(),true);
9984 if( IsInWorld() && update
)
9986 pItem
->AddToWorld();
9987 pItem
->SendUpdateToPlayer( this );
9990 pItem
->SetState(ITEM_CHANGED
, this);
9994 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9997 pBag
->StoreItem( slot
, pItem
, update
);
9998 if( IsInWorld() && update
)
10000 pItem
->AddToWorld();
10001 pItem
->SendUpdateToPlayer( this );
10003 pItem
->SetState(ITEM_CHANGED
, this);
10004 pBag
->SetState(ITEM_CHANGED
, this);
10008 AddEnchantmentDurations(pItem
);
10009 AddItemDurations(pItem
);
10015 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10016 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10017 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10018 pItem2
->SetBinding( true );
10020 pItem2
->SetCount( pItem2
->GetCount() + count
);
10021 if( IsInWorld() && update
)
10022 pItem2
->SendUpdateToPlayer( this );
10026 // delete item (it not in any slot currently)
10027 if( IsInWorld() && update
)
10029 pItem
->RemoveFromWorld();
10030 pItem
->DestroyForPlayer( this );
10033 RemoveEnchantmentDurations(pItem
);
10034 RemoveItemDurations(pItem
);
10036 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10037 pItem
->SetState(ITEM_REMOVED
, this);
10039 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10040 AddEnchantmentDurations(pItem2
);
10042 pItem2
->SetState(ITEM_CHANGED
, this);
10048 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10050 Item
*pItem
= Item::CreateItem( item
, 1, this );
10053 ItemAddedQuestCheck( item
, 1 );
10054 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10061 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10065 AddEnchantmentDurations(pItem
);
10066 AddItemDurations(pItem
);
10068 uint8 bag
= pos
>> 8;
10069 uint8 slot
= pos
& 255;
10071 Item
*pItem2
= GetItemByPos( bag
, slot
);
10075 VisualizeItem( slot
, pItem
);
10079 ItemPrototype
const *pProto
= pItem
->GetProto();
10081 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10082 if(pProto
&& pProto
->ItemSet
)
10083 AddItemsSetItem(this,pItem
);
10085 _ApplyItemMods(pItem
, slot
, true);
10087 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10089 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10091 if (getClass() == CLASS_ROGUE
)
10092 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10094 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10097 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10100 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10102 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10103 data
<< uint64(GetGUID());
10105 data
<< uint32(cooldownSpell
);
10107 GetSession()->SendPacket(&data
);
10112 if( IsInWorld() && update
)
10114 pItem
->AddToWorld();
10115 pItem
->SendUpdateToPlayer( this );
10118 ApplyEquipCooldown(pItem
);
10120 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10121 UpdateExpertise(BASE_ATTACK
);
10122 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10123 UpdateExpertise(OFF_ATTACK
);
10127 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10128 if( IsInWorld() && update
)
10129 pItem2
->SendUpdateToPlayer( this );
10131 // delete item (it not in any slot currently)
10132 //pItem->DeleteFromDB();
10133 if( IsInWorld() && update
)
10135 pItem
->RemoveFromWorld();
10136 pItem
->DestroyForPlayer( this );
10139 RemoveEnchantmentDurations(pItem
);
10140 RemoveItemDurations(pItem
);
10142 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10143 pItem
->SetState(ITEM_REMOVED
, this);
10144 pItem2
->SetState(ITEM_CHANGED
, this);
10146 ApplyEquipCooldown(pItem2
);
10152 // only for full equip instead adding to stack
10153 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10157 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10161 AddEnchantmentDurations(pItem
);
10162 AddItemDurations(pItem
);
10164 uint8 slot
= pos
& 255;
10165 VisualizeItem( slot
, pItem
);
10169 pItem
->AddToWorld();
10170 pItem
->SendUpdateToPlayer( this );
10175 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10177 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10178 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10179 // entry // Size: 1
10180 // inspected enchantments // Size: 6
10182 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10183 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10188 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10190 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10191 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10193 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10194 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10196 // Use SetInt16Value to prevent set high part to FFFF for negative value
10197 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10198 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10202 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10204 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10205 SetUInt32Value(VisibleBase
+ 0, 0);
10207 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10208 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10210 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10211 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10215 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10220 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10221 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10222 pItem
->SetBinding( true );
10224 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10226 m_items
[slot
] = pItem
;
10227 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10228 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10229 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10230 pItem
->SetSlot( slot
);
10231 pItem
->SetContainer( NULL
);
10233 if( slot
< EQUIPMENT_SLOT_END
)
10234 SetVisibleItemSlot(slot
,pItem
);
10236 pItem
->SetState(ITEM_CHANGED
, this);
10239 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10241 // note: removeitem does not actually change the item
10242 // it only takes the item out of storage temporarily
10243 // note2: if removeitem is to be used for delinking
10244 // the item must be removed from the player's updatequeue
10246 Item
*pItem
= GetItemByPos( bag
, slot
);
10249 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10251 RemoveEnchantmentDurations(pItem
);
10252 RemoveItemDurations(pItem
);
10254 if( bag
== INVENTORY_SLOT_BAG_0
)
10256 if ( slot
< INVENTORY_SLOT_BAG_END
)
10258 ItemPrototype
const *pProto
= pItem
->GetProto();
10259 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10261 if(pProto
&& pProto
->ItemSet
)
10262 RemoveItemsSetItem(this,pProto
);
10264 _ApplyItemMods(pItem
, slot
, false);
10266 // remove item dependent auras and casts (only weapon and armor slots)
10267 if(slot
< EQUIPMENT_SLOT_END
)
10269 RemoveItemDependentAurasAndCasts(pItem
);
10271 // remove held enchantments, update expertise
10272 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10274 if (pItem
->GetItemSuffixFactor())
10276 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10277 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10281 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10282 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10285 UpdateExpertise(BASE_ATTACK
);
10287 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10288 UpdateExpertise(OFF_ATTACK
);
10291 // need update known currency
10292 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10293 UpdateKnownCurrencies(pItem
->GetEntry(),false);
10295 m_items
[slot
] = NULL
;
10296 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10298 if ( slot
< EQUIPMENT_SLOT_END
)
10299 SetVisibleItemSlot(slot
,NULL
);
10303 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10305 pBag
->RemoveItem(slot
, update
);
10307 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10308 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10309 pItem
->SetSlot( NULL_SLOT
);
10310 if( IsInWorld() && update
)
10311 pItem
->SendUpdateToPlayer( this );
10315 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10316 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10318 if(Item
* it
= GetItemByPos(bag
,slot
))
10320 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10321 RemoveItem( bag
,slot
,update
);
10322 it
->RemoveFromUpdateQueueOf(this);
10323 if(it
->IsInWorld())
10325 it
->RemoveFromWorld();
10326 it
->DestroyForPlayer( this );
10331 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10332 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10334 // update quest counters
10335 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10338 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10340 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10341 if(pLastItem
==pItem
)
10343 // update owner for last item (this can be original item with wrong owner
10344 if(pLastItem
->GetOwnerGUID() != GetGUID())
10345 pLastItem
->SetOwnerGUID(GetGUID());
10347 // if this original item then it need create record in inventory
10348 // in case trade we already have item in other player inventory
10349 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10353 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10355 Item
*pItem
= GetItemByPos( bag
, slot
);
10358 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10360 // start from destroy contained items (only equipped bag can have its)
10361 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10363 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10364 DestroyItem(slot
,i
,update
);
10367 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10368 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10370 RemoveEnchantmentDurations(pItem
);
10371 RemoveItemDurations(pItem
);
10373 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10375 if( bag
== INVENTORY_SLOT_BAG_0
)
10377 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10379 // equipment and equipped bags can have applied bonuses
10380 if ( slot
< INVENTORY_SLOT_BAG_END
)
10382 ItemPrototype
const *pProto
= pItem
->GetProto();
10384 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10385 if(pProto
&& pProto
->ItemSet
)
10386 RemoveItemsSetItem(this,pProto
);
10388 _ApplyItemMods(pItem
, slot
, false);
10391 if ( slot
< EQUIPMENT_SLOT_END
)
10393 // remove item dependent auras and casts (only weapon and armor slots)
10394 RemoveItemDependentAurasAndCasts(pItem
);
10396 // update expertise
10397 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10398 UpdateExpertise(BASE_ATTACK
);
10399 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10400 UpdateExpertise(OFF_ATTACK
);
10402 // equipment visual show
10403 SetVisibleItemSlot(slot
,NULL
);
10405 // need update known currency
10406 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10407 UpdateKnownCurrencies(pItem
->GetEntry(),false);
10409 m_items
[slot
] = NULL
;
10411 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10412 pBag
->RemoveItem(slot
, update
);
10414 if( IsInWorld() && update
)
10416 pItem
->RemoveFromWorld();
10417 pItem
->DestroyForPlayer(this);
10420 //pItem->SetOwnerGUID(0);
10421 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10422 pItem
->SetSlot( NULL_SLOT
);
10423 pItem
->SetState(ITEM_REMOVED
, this);
10427 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10429 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10430 uint32 remcount
= 0;
10433 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10435 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10437 if (pItem
->GetEntry() == item
)
10439 if (pItem
->GetCount() + remcount
<= count
)
10441 // all items in inventory can unequipped
10442 remcount
+= pItem
->GetCount();
10443 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10445 if (remcount
>=count
)
10450 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10451 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10452 if (IsInWorld() & update
)
10453 pItem
->SendUpdateToPlayer( this );
10454 pItem
->SetState(ITEM_CHANGED
, this);
10461 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10463 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10465 if (pItem
->GetEntry() == item
)
10467 if (pItem
->GetCount() + remcount
<= count
)
10469 // all keys can be unequipped
10470 remcount
+= pItem
->GetCount();
10471 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10473 if (remcount
>=count
)
10478 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10479 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10480 if (IsInWorld() & update
)
10481 pItem
->SendUpdateToPlayer( this );
10482 pItem
->SetState(ITEM_CHANGED
, this);
10489 // in inventory bags
10490 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10492 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10494 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10496 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10498 if (pItem
->GetEntry() == item
)
10500 // all items in bags can be unequipped
10501 if (pItem
->GetCount() + remcount
<= count
)
10503 remcount
+= pItem
->GetCount();
10504 DestroyItem( i
, j
, update
);
10506 if (remcount
>=count
)
10511 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10512 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10513 if (IsInWorld() && update
)
10514 pItem
->SendUpdateToPlayer( this );
10515 pItem
->SetState(ITEM_CHANGED
, this);
10524 // in equipment and bag list
10525 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10527 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10529 if (pItem
&& pItem
->GetEntry() == item
)
10531 if (pItem
->GetCount() + remcount
<= count
)
10533 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10535 remcount
+= pItem
->GetCount();
10536 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10538 if (remcount
>=count
)
10544 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10545 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10546 if (IsInWorld() & update
)
10547 pItem
->SendUpdateToPlayer( this );
10548 pItem
->SetState(ITEM_CHANGED
, this);
10556 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10558 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10561 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10562 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10563 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10564 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10566 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10567 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10568 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10569 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10571 // in inventory bags
10572 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10573 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10574 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10575 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10576 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10577 DestroyItem( i
, j
, update
);
10579 // in equipment and bag list
10580 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10581 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10582 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10583 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10586 void Player::DestroyConjuredItems( bool update
)
10588 // used when entering arena
10589 // destroys all conjured items
10590 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10593 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10594 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10595 if (pItem
->IsConjuredConsumable())
10596 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10598 // in inventory bags
10599 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10600 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10601 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10602 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10603 if (pItem
->IsConjuredConsumable())
10604 DestroyItem( i
, j
, update
);
10606 // in equipment and bag list
10607 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10608 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10609 if (pItem
->IsConjuredConsumable())
10610 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10613 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10618 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10620 if( pItem
->GetCount() <= count
)
10622 count
-= pItem
->GetCount();
10624 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10628 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10629 pItem
->SetCount( pItem
->GetCount() - count
);
10631 if( IsInWorld() & update
)
10632 pItem
->SendUpdateToPlayer( this );
10633 pItem
->SetState(ITEM_CHANGED
, this);
10637 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10639 uint8 srcbag
= src
>> 8;
10640 uint8 srcslot
= src
& 255;
10642 uint8 dstbag
= dst
>> 8;
10643 uint8 dstslot
= dst
& 255;
10645 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10648 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10652 // not let split all items (can be only at cheating)
10653 if(pSrcItem
->GetCount() == count
)
10655 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10659 // not let split more existed items (can be only at cheating)
10660 if(pSrcItem
->GetCount() < count
)
10662 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10666 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10668 //best error message found for attempting to split while looting
10669 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10673 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10674 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10677 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10681 if( IsInventoryPos( dst
) )
10683 // change item amount before check (for unique max count check)
10684 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10686 ItemPosCountVec dest
;
10687 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10688 if( msg
!= EQUIP_ERR_OK
)
10691 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10692 SendEquipError( msg
, pSrcItem
, NULL
);
10697 pSrcItem
->SendUpdateToPlayer( this );
10698 pSrcItem
->SetState(ITEM_CHANGED
, this);
10699 StoreItem( dest
, pNewItem
, true);
10701 else if( IsBankPos ( dst
) )
10703 // change item amount before check (for unique max count check)
10704 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10706 ItemPosCountVec dest
;
10707 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10708 if( msg
!= EQUIP_ERR_OK
)
10711 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10712 SendEquipError( msg
, pSrcItem
, NULL
);
10717 pSrcItem
->SendUpdateToPlayer( this );
10718 pSrcItem
->SetState(ITEM_CHANGED
, this);
10719 BankItem( dest
, pNewItem
, true);
10721 else if( IsEquipmentPos ( dst
) )
10723 // change item amount before check (for unique max count check), provide space for splitted items
10724 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10727 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10728 if( msg
!= EQUIP_ERR_OK
)
10731 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10732 SendEquipError( msg
, pSrcItem
, NULL
);
10737 pSrcItem
->SendUpdateToPlayer( this );
10738 pSrcItem
->SetState(ITEM_CHANGED
, this);
10739 EquipItem( dest
, pNewItem
, true);
10740 AutoUnequipOffhandIfNeed();
10744 void Player::SwapItem( uint16 src
, uint16 dst
)
10746 uint8 srcbag
= src
>> 8;
10747 uint8 srcslot
= src
& 255;
10749 uint8 dstbag
= dst
>> 8;
10750 uint8 dstslot
= dst
& 255;
10752 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10753 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10758 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10762 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10768 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10770 //best error message found for attempting to swap while looting
10771 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10775 // check unequip potability for equipped items and bank bags
10776 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10778 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10779 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10780 if(msg
!= EQUIP_ERR_OK
)
10782 SendEquipError( msg
, pSrcItem
, pDstItem
);
10787 // prevent put equipped/bank bag in self
10788 if( IsBagPos ( src
) && srcslot
== dstbag
)
10790 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10798 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10800 //best error message found for attempting to swap while looting
10801 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10805 // check unequip potability for equipped items and bank bags
10806 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10808 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10809 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10810 if(msg
!= EQUIP_ERR_OK
)
10812 SendEquipError( msg
, pSrcItem
, pDstItem
);
10818 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10819 // or swap empty bag with another empty or not empty bag (with items exchange)
10824 if( IsInventoryPos( dst
) )
10826 ItemPosCountVec dest
;
10827 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10828 if( msg
!= EQUIP_ERR_OK
)
10830 SendEquipError( msg
, pSrcItem
, NULL
);
10834 RemoveItem(srcbag
, srcslot
, true);
10835 StoreItem( dest
, pSrcItem
, true);
10837 else if( IsBankPos ( dst
) )
10839 ItemPosCountVec dest
;
10840 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10841 if( msg
!= EQUIP_ERR_OK
)
10843 SendEquipError( msg
, pSrcItem
, NULL
);
10847 RemoveItem(srcbag
, srcslot
, true);
10848 BankItem( dest
, pSrcItem
, true);
10850 else if( IsEquipmentPos ( dst
) )
10853 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10854 if( msg
!= EQUIP_ERR_OK
)
10856 SendEquipError( msg
, pSrcItem
, NULL
);
10860 RemoveItem(srcbag
, srcslot
, true);
10861 EquipItem( dest
, pSrcItem
, true);
10862 AutoUnequipOffhandIfNeed();
10868 // attempt merge to / fill target item
10869 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
10872 ItemPosCountVec sDest
;
10874 if( IsInventoryPos( dst
) )
10875 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10876 else if( IsBankPos ( dst
) )
10877 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10878 else if( IsEquipmentPos ( dst
) )
10879 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10883 // can be merge/fill
10884 if(msg
== EQUIP_ERR_OK
)
10886 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
10888 RemoveItem(srcbag
, srcslot
, true);
10890 if( IsInventoryPos( dst
) )
10891 StoreItem( sDest
, pSrcItem
, true);
10892 else if( IsBankPos ( dst
) )
10893 BankItem( sDest
, pSrcItem
, true);
10894 else if( IsEquipmentPos ( dst
) )
10896 EquipItem( eDest
, pSrcItem
, true);
10897 AutoUnequipOffhandIfNeed();
10902 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
10903 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
10904 pSrcItem
->SetState(ITEM_CHANGED
, this);
10905 pDstItem
->SetState(ITEM_CHANGED
, this);
10908 pSrcItem
->SendUpdateToPlayer( this );
10909 pDstItem
->SendUpdateToPlayer( this );
10916 // impossible merge/fill, do real swap
10919 // check src->dest move possibility
10920 ItemPosCountVec sDest
;
10922 if( IsInventoryPos( dst
) )
10923 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10924 else if( IsBankPos( dst
) )
10925 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10926 else if( IsEquipmentPos( dst
) )
10928 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10929 if( msg
== EQUIP_ERR_OK
)
10930 msg
= CanUnequipItem( eDest
, true );
10933 if( msg
!= EQUIP_ERR_OK
)
10935 SendEquipError( msg
, pSrcItem
, pDstItem
);
10939 // check dest->src move possibility
10940 ItemPosCountVec sDest2
;
10942 if( IsInventoryPos( src
) )
10943 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10944 else if( IsBankPos( src
) )
10945 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10946 else if( IsEquipmentPos( src
) )
10948 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10949 if( msg
== EQUIP_ERR_OK
)
10950 msg
= CanUnequipItem( eDest2
, true);
10953 if( msg
!= EQUIP_ERR_OK
)
10955 SendEquipError( msg
, pDstItem
, pSrcItem
);
10959 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
10960 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
10962 Bag
* emptyBag
= NULL
;
10963 Bag
* fullBag
= NULL
;
10964 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
10966 emptyBag
= (Bag
*)pSrcItem
;
10967 fullBag
= (Bag
*)pDstItem
;
10969 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
10971 emptyBag
= (Bag
*)pDstItem
;
10972 fullBag
= (Bag
*)pSrcItem
;
10975 // bag swap (with items exchange) case
10976 if(emptyBag
&& fullBag
)
10978 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
10982 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
10984 Item
*bagItem
= fullBag
->GetItemByPos(i
);
10988 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
10989 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
10991 // one from items not go to empry target bag
10992 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11000 if (count
> emptyBag
->GetBagSize())
11002 // too small targeted bag
11003 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11008 count
= 0; // will pos in new bag
11009 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11011 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11015 fullBag
->RemoveItem(i
, true);
11016 emptyBag
->StoreItem(count
, bagItem
, true);
11017 bagItem
->SetState(ITEM_CHANGED
, this);
11024 // now do moves, remove...
11025 RemoveItem(dstbag
, dstslot
, false);
11026 RemoveItem(srcbag
, srcslot
, false);
11029 if( IsInventoryPos( dst
) )
11030 StoreItem(sDest
, pSrcItem
, true);
11031 else if( IsBankPos( dst
) )
11032 BankItem(sDest
, pSrcItem
, true);
11033 else if( IsEquipmentPos( dst
) )
11034 EquipItem(eDest
, pSrcItem
, true);
11037 if( IsInventoryPos( src
) )
11038 StoreItem(sDest2
, pDstItem
, true);
11039 else if( IsBankPos( src
) )
11040 BankItem(sDest2
, pDstItem
, true);
11041 else if( IsEquipmentPos( src
) )
11042 EquipItem(eDest2
, pDstItem
, true);
11044 AutoUnequipOffhandIfNeed();
11047 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11051 uint32 slot
= m_currentBuybackSlot
;
11052 // if current back slot non-empty search oldest or free
11055 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11056 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11058 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11067 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11069 if(oldest_time
> i_time
)
11071 oldest_time
= i_time
;
11077 slot
= oldest_slot
;
11080 RemoveItemFromBuyBackSlot( slot
, true );
11081 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11083 m_items
[slot
] = pItem
;
11084 time_t base
= time(NULL
);
11085 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11086 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11088 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11089 ItemPrototype
const *pProto
= pItem
->GetProto();
11091 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11093 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11094 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11096 // move to next (for non filled list is move most optimized choice)
11097 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11098 ++m_currentBuybackSlot
;
11102 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11104 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11105 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11106 return m_items
[slot
];
11110 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11112 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11113 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11115 Item
*pItem
= m_items
[slot
];
11118 pItem
->RemoveFromWorld();
11119 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11122 m_items
[slot
] = NULL
;
11124 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11125 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11126 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11127 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11129 // if current backslot is filled set to now free slot
11130 if(m_items
[m_currentBuybackSlot
])
11131 m_currentBuybackSlot
= slot
;
11135 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11137 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11138 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11139 data
<< uint8(msg
);
11143 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11144 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11145 data
<< uint8(0); // not 0 there...
11147 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11152 if(ItemPrototype
const* proto
= pItem
->GetProto())
11153 level
= proto
->RequiredLevel
;
11155 data
<< uint32(level
); // new 2.4.0
11158 GetSession()->SendPacket(&data
);
11161 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11163 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11164 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11165 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11166 data
<< uint32(item
);
11168 data
<< uint32(param
);
11169 data
<< uint8(msg
);
11170 GetSession()->SendPacket(&data
);
11173 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11175 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11176 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11177 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11178 data
<< uint64(guid
);
11180 data
<< uint32(param
);
11181 data
<< uint8(msg
);
11182 GetSession()->SendPacket(&data
);
11185 void Player::ClearTrade()
11188 acceptTrade
= false;
11189 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11190 tradeItems
[i
] = NULL_SLOT
;
11193 void Player::TradeCancel(bool sendback
)
11197 // send yellow "Trade canceled" message to both traders
11201 ws
->SendCancelTrade();
11202 ws
= pTrader
->GetSession();
11203 if(!ws
->PlayerLogout())
11204 ws
->SendCancelTrade();
11208 pTrader
->ClearTrade();
11209 // prevent loss of reference
11210 pTrader
->pTrader
= NULL
;
11215 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11217 if(m_itemDuration
.empty())
11220 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11222 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11225 ++itr
; // current element can be erased in UpdateDuration
11227 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11228 item
->UpdateDuration(this,time
);
11232 void Player::UpdateEnchantTime(uint32 time
)
11234 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11238 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11240 next
= m_enchantDuration
.erase(itr
);
11242 else if(itr
->leftduration
<= time
)
11244 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11245 itr
->item
->ClearEnchantment(itr
->slot
);
11246 next
= m_enchantDuration
.erase(itr
);
11248 else if(itr
->leftduration
> time
)
11250 itr
->leftduration
-= time
;
11256 void Player::AddEnchantmentDurations(Item
*item
)
11258 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11260 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11263 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11265 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11269 void Player::RemoveEnchantmentDurations(Item
*item
)
11271 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11273 if(itr
->item
== item
)
11275 // save duration in item
11276 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11277 itr
= m_enchantDuration
.erase(itr
);
11284 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11286 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11287 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11290 if(itr
->slot
==slot
)
11292 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11294 // remove from stats
11295 ApplyEnchantment(itr
->item
,slot
,false,false);
11297 itr
->item
->ClearEnchantment(slot
);
11299 // remove from update list
11300 next
= m_enchantDuration
.erase(itr
);
11306 // remove enchants from inventory items
11307 // NOTE: no need to remove these from stats, since these aren't equipped
11309 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11311 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11312 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11313 pItem
->ClearEnchantment(slot
);
11316 // in inventory bags
11317 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11319 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11322 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11324 Item
* pItem
= pBag
->GetItemByPos(j
);
11325 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11326 pItem
->ClearEnchantment(slot
);
11332 // duration == 0 will remove item enchant
11333 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11338 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11341 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11343 if(itr
->item
== item
&& itr
->slot
== slot
)
11345 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11346 m_enchantDuration
.erase(itr
);
11350 if(item
&& duration
> 0 )
11352 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11353 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11357 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11359 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11360 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11363 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11368 if(!item
->IsEquipped())
11371 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11374 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11378 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11382 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11385 for (int s
=0; s
<3; s
++)
11387 uint32 enchant_display_type
= pEnchant
->type
[s
];
11388 uint32 enchant_amount
= pEnchant
->amount
[s
];
11389 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11391 switch(enchant_display_type
)
11393 case ITEM_ENCHANTMENT_TYPE_NONE
:
11395 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11396 // processed in Player::CastItemCombatSpell
11398 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11399 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11400 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11401 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11402 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11403 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11404 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11406 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11407 if(enchant_spell_id
)
11411 int32 basepoints
= 0;
11412 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11413 if (item
->GetItemRandomPropertyId())
11415 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11418 // Search enchant_amount
11419 for (int k
=0; k
<3; k
++)
11421 if(item_rand
->enchant_id
[k
] == enchant_id
)
11423 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11429 // Cast custom spell vs all equal basepoints getted from enchant_amount
11431 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11433 CastSpell(this,enchant_spell_id
,true,item
);
11436 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11439 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11440 if (!enchant_amount
)
11442 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11445 for (int k
=0; k
<3; k
++)
11447 if(item_rand
->enchant_id
[k
] == enchant_id
)
11449 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11456 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11458 case ITEM_ENCHANTMENT_TYPE_STAT
:
11460 if (!enchant_amount
)
11462 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11463 if(item_rand_suffix
)
11465 for (int k
=0; k
<3; k
++)
11467 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11469 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11476 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11477 switch (enchant_spell_id
)
11479 case ITEM_MOD_AGILITY
:
11480 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11481 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11482 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11484 case ITEM_MOD_STRENGTH
:
11485 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11486 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11487 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11489 case ITEM_MOD_INTELLECT
:
11490 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11491 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11492 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11494 case ITEM_MOD_SPIRIT
:
11495 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11496 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11497 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11499 case ITEM_MOD_STAMINA
:
11500 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11501 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11502 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11504 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11505 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11506 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11508 case ITEM_MOD_DODGE_RATING
:
11509 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11510 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11512 case ITEM_MOD_PARRY_RATING
:
11513 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11514 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11516 case ITEM_MOD_BLOCK_RATING
:
11517 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11518 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11520 case ITEM_MOD_HIT_MELEE_RATING
:
11521 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11522 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11524 case ITEM_MOD_HIT_RANGED_RATING
:
11525 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11526 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11528 case ITEM_MOD_HIT_SPELL_RATING
:
11529 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11530 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11532 case ITEM_MOD_CRIT_MELEE_RATING
:
11533 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11534 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11536 case ITEM_MOD_CRIT_RANGED_RATING
:
11537 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11538 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11540 case ITEM_MOD_CRIT_SPELL_RATING
:
11541 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11542 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11544 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11546 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11547 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11549 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11550 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11552 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11553 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11555 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11556 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11558 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11559 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11561 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11562 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11564 // case ITEM_MOD_HASTE_MELEE_RATING:
11565 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11567 // case ITEM_MOD_HASTE_RANGED_RATING:
11568 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11570 case ITEM_MOD_HASTE_SPELL_RATING
:
11571 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11573 case ITEM_MOD_HIT_RATING
:
11574 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11575 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11576 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11577 sLog
.outDebug("+ %u HIT", enchant_amount
);
11579 case ITEM_MOD_CRIT_RATING
:
11580 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11581 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11582 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11583 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11585 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11586 // case ITEM_MOD_HIT_TAKEN_RATING:
11587 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11588 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11589 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11591 // case ITEM_MOD_CRIT_TAKEN_RATING:
11592 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11593 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11594 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11596 case ITEM_MOD_RESILIENCE_RATING
:
11597 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11598 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11599 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11600 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11602 case ITEM_MOD_HASTE_RATING
:
11603 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11604 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11605 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11606 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11608 case ITEM_MOD_EXPERTISE_RATING
:
11609 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11610 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11612 case ITEM_MOD_ATTACK_POWER
:
11613 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11614 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11615 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11617 case ITEM_MOD_RANGED_ATTACK_POWER
:
11618 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11619 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11621 case ITEM_MOD_FERAL_ATTACK_POWER
:
11622 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11623 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11625 case ITEM_MOD_SPELL_HEALING_DONE
:
11626 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11627 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11629 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11630 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11631 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11633 case ITEM_MOD_MANA_REGENERATION
:
11634 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11635 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11637 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11638 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11639 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11641 case ITEM_MOD_SPELL_POWER
:
11642 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11643 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11644 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11651 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11653 if(getClass() == CLASS_SHAMAN
)
11655 float addValue
= 0.0f
;
11656 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11658 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11659 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11661 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11663 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11664 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11669 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11670 // processed in Player::CastItemUseSpell
11672 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11676 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11678 } /*switch(enchant_display_type)*/
11681 // visualize enchantment at player and equipped items
11682 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11684 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11685 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11693 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11695 AddEnchantmentDuration(item
,slot
,duration
);
11699 // duration == 0 will remove EnchantDuration
11700 AddEnchantmentDuration(item
,slot
,0);
11705 void Player::SendEnchantmentDurations()
11707 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11709 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11713 void Player::SendItemDurations()
11715 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11717 (*itr
)->SendTimeUpdate(this);
11721 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11723 if(!item
) // prevent crash
11726 // last check 2.0.10
11727 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11728 data
<< GetGUID(); // player GUID
11729 data
<< uint32(received
); // 0=looted, 1=from npc
11730 data
<< uint32(created
); // 0=received, 1=created
11731 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11732 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11733 // item slot, but when added to stack: 0xFFFFFFFF
11734 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11735 data
<< uint32(item
->GetEntry()); // item id
11736 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11737 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11738 data
<< uint32(count
); // count of items
11739 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11741 if (broadcast
&& GetGroup())
11742 GetGroup()->BroadcastPacket(&data
, true);
11744 GetSession()->SendPacket(&data
);
11747 /*********************************************************/
11748 /*** QUEST SYSTEM ***/
11749 /*********************************************************/
11751 void Player::PrepareQuestMenu( uint64 guid
)
11754 QuestRelations
* pObjectQR
;
11755 QuestRelations
* pObjectQIR
;
11756 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11759 pObject
= (Object
*)pCreature
;
11760 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11761 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11765 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11768 pObject
= (Object
*)pGameObject
;
11769 pObjectQR
= &objmgr
.mGOQuestRelations
;
11770 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11776 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11779 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11781 uint32 quest_id
= i
->second
;
11782 QuestStatus status
= GetQuestStatus( quest_id
);
11783 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11784 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11785 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11786 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11787 else if (status
== QUEST_STATUS_AVAILABLE
)
11788 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11791 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11793 uint32 quest_id
= i
->second
;
11794 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11795 if(!pQuest
) continue;
11797 QuestStatus status
= GetQuestStatus( quest_id
);
11799 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11800 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11801 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11802 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11806 void Player::SendPreparedQuest( uint64 guid
)
11808 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11809 if( questMenu
.Empty() )
11812 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11814 uint32 status
= qmi0
.m_qIcon
;
11816 // single element case
11817 if ( questMenu
.MenuItemCount() == 1 )
11819 // Auto open -- maybe also should verify there is no greeting
11820 uint32 quest_id
= qmi0
.m_qId
;
11821 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11824 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11825 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11826 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11827 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11828 // Send completable on repeatable quest if player don't have quest
11829 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11830 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11832 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11835 // multiply entries
11841 std::string title
= "";
11842 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11845 uint32 textid
= pCreature
->GetNpcTextId();
11846 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
11849 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11850 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11855 qe
= gossiptext
->Options
[0].Emotes
[0];
11857 if(!gossiptext
->Options
[0].Text_0
.empty())
11859 title
= gossiptext
->Options
[0].Text_0
;
11861 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11864 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11867 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11868 title
= nl
->Text_0
[0][loc_idx
];
11874 title
= gossiptext
->Options
[0].Text_1
;
11876 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11879 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11882 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11883 title
= nl
->Text_1
[0][loc_idx
];
11889 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11893 bool Player::IsActiveQuest( uint32 quest_id
) const
11895 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11897 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11900 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11903 QuestRelations
* pObjectQR
;
11904 QuestRelations
* pObjectQIR
;
11906 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11909 pObject
= (Object
*)pCreature
;
11910 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11911 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11915 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11918 pObject
= (Object
*)pGameObject
;
11919 pObjectQR
= &objmgr
.mGOQuestRelations
;
11920 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11926 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11927 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11929 if (itr
->second
== nextQuestID
)
11930 return objmgr
.GetQuestTemplate(nextQuestID
);
11936 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11938 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11939 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11940 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11941 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11943 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11949 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11951 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
11952 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
11953 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
11954 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
11955 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
11956 && SatisfyQuestDay( pQuest
, msg
);
11959 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
11961 if( !SatisfyQuestLog( msg
) )
11964 uint32 srcitem
= pQuest
->GetSrcItemId();
11967 uint32 count
= pQuest
->GetSrcItemCount();
11968 ItemPosCountVec dest
;
11969 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
11971 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11972 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
11974 else if( msg
!= EQUIP_ERR_OK
)
11976 SendEquipError( msg
, NULL
, NULL
);
11983 bool Player::CanCompleteQuest( uint32 quest_id
)
11987 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
11988 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
11989 return false; // not allow re-complete quest
11991 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
11996 // auto complete quest
11997 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12000 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12003 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12005 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12007 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12012 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12014 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12016 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12019 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12024 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12027 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12030 if ( qInfo
->GetRewOrReqMoney() < 0 )
12032 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12036 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12037 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12046 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12048 // Solve problem that player don't have the quest and try complete it.
12049 // if repeatable she must be able to complete event if player don't have it.
12050 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12051 if( !CanTakeQuest(pQuest
, false) )
12054 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12055 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12056 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12059 if( !CanRewardQuest(pQuest
, false) )
12065 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12067 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12068 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12071 // daily quest can't be rewarded (25 daily quest already completed)
12072 if(!SatisfyQuestDay(pQuest
,true))
12075 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12076 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12079 // prevent receive reward with quest items in bank
12080 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12082 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12084 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12085 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12088 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12094 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12095 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12101 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12103 // prevent receive reward with quest items in bank or for not completed quest
12104 if(!CanRewardQuest(pQuest
,msg
))
12107 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12109 if( pQuest
->RewChoiceItemId
[reward
] )
12111 ItemPosCountVec dest
;
12112 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12113 if( res
!= EQUIP_ERR_OK
)
12115 SendEquipError( res
, NULL
, NULL
);
12121 if ( pQuest
->GetRewItemsCount() > 0 )
12123 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12125 if( pQuest
->RewItemId
[i
] )
12127 ItemPosCountVec dest
;
12128 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12129 if( res
!= EQUIP_ERR_OK
)
12131 SendEquipError( res
, NULL
, NULL
);
12141 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12143 uint16 log_slot
= FindQuestSlot( 0 );
12144 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12146 uint32 quest_id
= pQuest
->GetQuestId();
12148 // if not exist then created with set uState==NEW and rewarded=false
12149 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12151 // check for repeatable quests status reset
12152 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12153 questStatusData
.m_explored
= false;
12155 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12157 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12158 questStatusData
.m_itemcount
[i
] = 0;
12161 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12163 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12164 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12167 GiveQuestSourceItem( pQuest
);
12168 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12170 if( pQuest
->GetRepObjectiveFaction() )
12171 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12172 GetReputationMgr().SetVisible(factionEntry
);
12175 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12177 uint32 limittime
= pQuest
->GetLimitTime();
12179 // shared timed quest
12180 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12181 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12183 AddTimedQuest( quest_id
);
12184 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12185 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12188 questStatusData
.m_timer
= 0;
12190 SetQuestSlot(log_slot
, quest_id
, qtime
);
12192 if (questStatusData
.uState
!= QUEST_NEW
)
12193 questStatusData
.uState
= QUEST_CHANGED
;
12195 //starting initial quest script
12196 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12197 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12199 // Some spells applied at quest activation
12200 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12201 if(saBounds
.first
!= saBounds
.second
)
12204 GetZoneAndAreaId(zone
,area
);
12206 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12207 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12208 if( !HasAura(itr
->second
->spellId
,0) )
12209 CastSpell(this,itr
->second
->spellId
,true);
12212 UpdateForQuestsGO();
12215 void Player::CompleteQuest( uint32 quest_id
)
12219 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12221 uint16 log_slot
= FindQuestSlot( quest_id
);
12222 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12223 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12225 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12227 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12228 RewardQuest(qInfo
,0,this,false);
12230 SendQuestComplete( quest_id
);
12235 void Player::IncompleteQuest( uint32 quest_id
)
12239 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12241 uint16 log_slot
= FindQuestSlot( quest_id
);
12242 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12243 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12247 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12249 uint32 quest_id
= pQuest
->GetQuestId();
12251 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12253 if ( pQuest
->ReqItemId
[i
] )
12254 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12257 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12258 // SetTimedQuest( 0 );
12259 m_timedquests
.erase(pQuest
->GetQuestId());
12261 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12263 if( pQuest
->RewChoiceItemId
[reward
] )
12265 ItemPosCountVec dest
;
12266 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12268 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12269 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12274 if ( pQuest
->GetRewItemsCount() > 0 )
12276 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12278 if( pQuest
->RewItemId
[i
] )
12280 ItemPosCountVec dest
;
12281 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12283 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12284 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12290 RewardReputation( pQuest
);
12292 if( pQuest
->GetRewSpellCast() > 0 )
12293 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12294 else if( pQuest
->GetRewSpell() > 0)
12295 CastSpell( this, pQuest
->GetRewSpell(), true);
12297 uint16 log_slot
= FindQuestSlot( quest_id
);
12298 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12299 SetQuestSlot(log_slot
,0);
12301 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12303 // Not give XP in case already completed once repeatable quest
12304 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12306 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12307 GiveXP( XP
, NULL
);
12310 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12311 ModifyMoney( money
);
12312 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12315 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12316 if(pQuest
->GetRewOrReqMoney())
12318 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12320 if(pQuest
->GetRewOrReqMoney() > 0)
12321 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12325 if(pQuest
->GetRewHonorableKills())
12326 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12329 if(pQuest
->GetCharTitleId())
12331 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12332 SetTitle(titleEntry
);
12335 if(pQuest
->GetBonusTalents())
12337 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12338 InitTalentForLevel();
12341 // Send reward mail
12342 if(pQuest
->GetRewMailTemplateId())
12344 MailMessageType mailType
;
12345 uint32 senderGuidOrEntry
;
12346 switch(questGiver
->GetTypeId())
12349 mailType
= MAIL_CREATURE
;
12350 senderGuidOrEntry
= questGiver
->GetEntry();
12352 case TYPEID_GAMEOBJECT
:
12353 mailType
= MAIL_GAMEOBJECT
;
12354 senderGuidOrEntry
= questGiver
->GetEntry();
12357 mailType
= MAIL_ITEM
;
12358 senderGuidOrEntry
= questGiver
->GetEntry();
12360 case TYPEID_PLAYER
:
12361 mailType
= MAIL_NORMAL
;
12362 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12365 mailType
= MAIL_NORMAL
;
12366 senderGuidOrEntry
= GetGUIDLow();
12370 Loot questMailLoot
;
12372 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12375 MailItemsInfo mi
; // item list preparing
12377 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12378 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12380 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12382 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12384 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12385 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12390 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12393 if(pQuest
->IsDaily())
12395 SetDailyQuestStatus(quest_id
);
12396 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12399 if ( !pQuest
->IsRepeatable() )
12400 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12402 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12404 q_status
.m_rewarded
= true;
12407 SendQuestReward( pQuest
, XP
, questGiver
);
12409 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12410 if (pQuest
->GetZoneOrSort() > 0)
12411 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12412 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12413 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12418 // remove auras from spells with quest reward state limitations
12419 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12420 if(saEndBounds
.first
!= saEndBounds
.second
)
12422 GetZoneAndAreaId(zone
,area
);
12424 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12425 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12426 RemoveAurasDueToSpell(itr
->second
->spellId
);
12429 // Some spells applied at quest reward
12430 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12431 if(saBounds
.first
!= saBounds
.second
)
12434 GetZoneAndAreaId(zone
,area
);
12436 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12437 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12438 if( !HasAura(itr
->second
->spellId
,0) )
12439 CastSpell(this,itr
->second
->spellId
,true);
12443 void Player::FailQuest( uint32 quest_id
)
12447 IncompleteQuest( quest_id
);
12449 uint16 log_slot
= FindQuestSlot( quest_id
);
12450 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12452 SetQuestSlotTimer(log_slot
, 1 );
12453 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12455 SendQuestFailed( quest_id
);
12459 void Player::FailTimedQuest( uint32 quest_id
)
12463 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12465 q_status
.m_timer
= 0;
12466 if (q_status
.uState
!= QUEST_NEW
)
12467 q_status
.uState
= QUEST_CHANGED
;
12469 IncompleteQuest( quest_id
);
12471 uint16 log_slot
= FindQuestSlot( quest_id
);
12472 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12474 SetQuestSlotTimer(log_slot
, 1 );
12475 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12477 SendQuestTimerFailed( quest_id
);
12481 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12483 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12484 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12486 // skip zone zoneOrSort and 0 case skillOrClass
12487 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12490 int32 questSort
= -zoneOrSort
;
12491 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12493 // check class sort cases in zoneOrSort
12494 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12497 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12502 if( skillOrClass
< 0 )
12504 uint8 reqClass
= -int32(skillOrClass
);
12505 if(getClass() != reqClass
)
12508 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12513 else if( skillOrClass
> 0 )
12515 uint32 reqSkill
= skillOrClass
;
12516 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12519 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12527 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12529 if( getLevel() < qInfo
->GetMinLevel() )
12532 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12538 bool Player::SatisfyQuestLog( bool msg
)
12541 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12546 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12547 GetSession()->SendPacket( &data
);
12548 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12553 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12555 // No previous quest (might be first quest in a series)
12556 if( qInfo
->prevQuests
.empty())
12559 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12561 uint32 prevId
= abs(*iter
);
12563 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12564 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12566 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12568 // If any of the positive previous quests completed, return true
12569 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12571 // skip one-from-all exclusive group
12572 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12575 // each-from-all exclusive group ( < 0)
12576 // can be start if only all quests in prev quest exclusive group completed and rewarded
12577 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12578 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12580 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12582 for(; iter
!= end
; ++iter
)
12584 uint32 exclude_Id
= iter
->second
;
12586 // skip checked quest id, only state of other quests in group is interesting
12587 if(exclude_Id
== prevId
)
12590 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12592 // alternative quest from group also must be completed and rewarded(reported)
12593 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12596 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12602 // If any of the negative previous quests active, return true
12603 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12604 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12606 // skip one-from-all exclusive group
12607 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12610 // each-from-all exclusive group ( < 0)
12611 // can be start if only all quests in prev quest exclusive group active
12612 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12613 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12615 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12617 for(; iter
!= end
; ++iter
)
12619 uint32 exclude_Id
= iter
->second
;
12621 // skip checked quest id, only state of other quests in group is interesting
12622 if(exclude_Id
== prevId
)
12625 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12627 // alternative quest from group also must be active
12628 if( i_exstatus
== mQuestStatus
.end() ||
12629 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12630 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12633 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12642 // Has only positive prev. quests in non-rewarded state
12643 // and negative prev. quests in non-active state
12645 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12650 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12652 uint32 reqraces
= qInfo
->GetRequiredRaces();
12653 if ( reqraces
== 0 )
12655 if( (reqraces
& getRaceMask()) == 0 )
12658 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12664 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12666 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12667 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12670 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12674 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12675 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12678 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12685 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12687 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12688 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12691 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12697 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12699 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12702 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12708 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12710 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12711 if(qInfo
->GetExclusiveGroup() <= 0)
12714 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12715 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12717 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12719 for(; iter
!= end
; ++iter
)
12721 uint32 exclude_Id
= iter
->second
;
12723 // skip checked quest id, only state of other quests in group is interesting
12724 if(exclude_Id
== qInfo
->GetQuestId())
12727 // not allow have daily quest if daily quest from exclusive group already recently completed
12728 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12729 if( !SatisfyQuestDay(Nquest
, false) )
12732 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12736 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12738 // alternative quest already started or completed
12739 if( i_exstatus
!= mQuestStatus
.end()
12740 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12743 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12750 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12752 if(!qInfo
->GetNextQuestInChain())
12755 // next quest in chain already started or completed
12756 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12757 if( itr
!= mQuestStatus
.end()
12758 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12761 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12765 // check for all quests further up the chain
12766 // only necessary if there are quest chains with more than one quest that can be skipped
12767 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12771 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12773 // No previous quest in chain
12774 if( qInfo
->prevChainQuests
.empty())
12777 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12779 uint32 prevId
= *iter
;
12781 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12783 if( i_prevstatus
!= mQuestStatus
.end() )
12785 // If any of the previous quests in chain active, return false
12786 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12787 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12790 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12795 // check for all quests further down the chain
12796 // only necessary if there are quest chains with more than one quest that can be skipped
12797 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12801 // No previous quest in chain active
12805 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12807 if(!qInfo
->IsDaily())
12810 bool have_slot
= false;
12811 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12813 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12814 if(qInfo
->GetQuestId()==id
)
12824 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12831 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12833 uint32 srcitem
= pQuest
->GetSrcItemId();
12836 uint32 count
= pQuest
->GetSrcItemCount();
12840 ItemPosCountVec dest
;
12841 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12842 if( msg
== EQUIP_ERR_OK
)
12844 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12845 SendNewItem(item
, count
, true, false);
12848 // player already have max amount required item, just report success
12849 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12852 SendEquipError( msg
, NULL
, NULL
);
12859 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12861 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12864 uint32 srcitem
= qInfo
->GetSrcItemId();
12867 uint32 count
= qInfo
->GetSrcItemCount();
12871 // exist one case when destroy source quest item not possible:
12872 // non un-equippable item (equipped non-empty bag, for example)
12873 uint8 res
= CanUnequipItems(srcitem
,count
);
12874 if(res
!= EQUIP_ERR_OK
)
12877 SendEquipError( res
, NULL
, NULL
);
12881 DestroyItemCount(srcitem
, count
, true, true);
12887 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12889 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12892 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12893 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12894 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12895 && !qInfo
->IsRepeatable() )
12896 return itr
->second
.m_rewarded
;
12903 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12907 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12908 if( itr
!= mQuestStatus
.end() )
12909 return itr
->second
.m_status
;
12911 return QUEST_STATUS_NONE
;
12914 bool Player::CanShareQuest(uint32 quest_id
) const
12916 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12917 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12919 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12920 if( itr
!= mQuestStatus
.end() )
12921 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12926 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12928 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12931 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12933 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12934 m_timedquests
.erase(qInfo
->GetQuestId());
12937 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12939 q_status
.m_status
= status
;
12940 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12943 UpdateForQuestsGO();
12946 // not used in MaNGOS, but used in scripting code
12947 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12949 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12953 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
12954 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12955 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12960 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
12962 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12964 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12966 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12967 if( reqitemcount
!= 0 )
12969 uint32 quest_id
= pQuest
->GetQuestId();
12970 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12972 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12973 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
12979 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12981 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
12982 if ( GetQuestSlotQuestId(i
) == quest_id
)
12985 return MAX_QUEST_LOG_SIZE
;
12988 void Player::AreaExploredOrEventHappens( uint32 questId
)
12992 uint16 log_slot
= FindQuestSlot( questId
);
12993 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12995 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12997 if(!q_status
.m_explored
)
12999 q_status
.m_explored
= true;
13000 if (q_status
.uState
!= QUEST_NEW
)
13001 q_status
.uState
= QUEST_CHANGED
;
13004 if( CanCompleteQuest( questId
) )
13005 CompleteQuest( questId
);
13009 //not used in mangosd, function for external script library
13010 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13012 if( Group
*pGroup
= GetGroup() )
13014 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13016 Player
*pGroupGuy
= itr
->getSource();
13018 // for any leave or dead (with not released body) group member at appropriate distance
13019 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13020 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13024 AreaExploredOrEventHappens(questId
);
13027 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13029 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13031 uint32 questid
= GetQuestSlotQuestId(i
);
13032 if ( questid
== 0 )
13035 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13037 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13040 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13041 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13044 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13046 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13047 if ( reqitem
== entry
)
13049 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13050 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13051 if ( curitemcount
< reqitemcount
)
13053 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13054 q_status
.m_itemcount
[j
] += additemcount
;
13055 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13057 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13059 if ( CanCompleteQuest( questid
) )
13060 CompleteQuest( questid
);
13065 UpdateForQuestsGO();
13068 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13070 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13072 uint32 questid
= GetQuestSlotQuestId(i
);
13075 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13078 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13081 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13083 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13084 if ( reqitem
== entry
)
13086 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13088 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13089 uint32 curitemcount
;
13090 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13091 curitemcount
= q_status
.m_itemcount
[j
];
13093 curitemcount
= GetItemCount(entry
,true);
13094 if ( curitemcount
< reqitemcount
+ count
)
13096 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13097 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13098 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13100 IncompleteQuest( questid
);
13106 UpdateForQuestsGO();
13109 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13111 uint32 addkillcount
= 1;
13112 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13113 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13115 uint32 questid
= GetQuestSlotQuestId(i
);
13119 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13122 // just if !ingroup || !noraidgroup || raidgroup
13123 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13124 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13126 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13128 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13130 // skip GO activate objective or none
13131 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13134 // skip Cast at creature objective
13135 if(qInfo
->ReqSpell
[j
] !=0 )
13138 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13140 if ( reqkill
== entry
)
13142 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13143 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13144 if ( curkillcount
< reqkillcount
)
13146 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13147 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13149 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13151 if ( CanCompleteQuest( questid
) )
13152 CompleteQuest( questid
);
13154 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13163 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13165 bool isCreature
= IS_CREATURE_GUID(guid
);
13167 uint32 addCastCount
= 1;
13168 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13170 uint32 questid
= GetQuestSlotQuestId(i
);
13174 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13178 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13180 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13182 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13184 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13186 // skip kill creature objective (0) or wrong spell casts
13187 if(qInfo
->ReqSpell
[j
] != spell_id
)
13190 uint32 reqTarget
= 0;
13194 // creature activate objectives
13195 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13196 // checked at quest_template loading
13197 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13201 // GO activate objective
13202 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13203 // checked at quest_template loading
13204 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13207 // other not this creature/GO related objectives
13208 if( reqTarget
!= entry
)
13211 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13212 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13213 if ( curCastCount
< reqCastCount
)
13215 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13216 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13218 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13221 if ( CanCompleteQuest( questid
) )
13222 CompleteQuest( questid
);
13224 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13232 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13234 uint32 addTalkCount
= 1;
13235 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13237 uint32 questid
= GetQuestSlotQuestId(i
);
13241 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13245 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13247 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13249 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13251 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13253 // skip spell casts and Gameobject objectives
13254 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13257 uint32 reqTarget
= 0;
13259 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13260 // checked at quest_template loading
13261 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13265 if ( reqTarget
== entry
)
13267 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13268 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13269 if ( curTalkCount
< reqTalkCount
)
13271 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13272 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13274 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13276 if ( CanCompleteQuest( questid
) )
13277 CompleteQuest( questid
);
13279 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13288 void Player::MoneyChanged( uint32 count
)
13290 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13292 uint32 questid
= GetQuestSlotQuestId(i
);
13296 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13297 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13299 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13301 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13303 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13305 if ( CanCompleteQuest( questid
) )
13306 CompleteQuest( questid
);
13309 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13311 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13312 IncompleteQuest( questid
);
13318 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13320 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13322 if(uint32 questid
= GetQuestSlotQuestId(i
))
13324 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13326 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13328 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13329 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13331 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13332 if ( CanCompleteQuest( questid
) )
13333 CompleteQuest( questid
);
13335 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13337 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13338 IncompleteQuest( questid
);
13346 bool Player::HasQuestForItem( uint32 itemid
) const
13348 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13350 uint32 questid
= GetQuestSlotQuestId(i
);
13351 if ( questid
== 0 )
13354 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13355 if(qs_itr
== mQuestStatus
.end())
13358 QuestStatusData
const& q_status
= qs_itr
->second
;
13360 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13362 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13366 // hide quest if player is in raid-group and quest is no raid quest
13367 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13370 // There should be no mixed ReqItem/ReqSource drop
13371 // This part for ReqItem drop
13372 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13374 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13377 // This part - for ReqSource
13378 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13380 // examined item is a source item
13381 if (qinfo
->ReqSourceId
[j
] == itemid
)
13383 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13386 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13389 // allows custom amount drop when not 0
13390 if (qinfo
->ReqSourceCount
[j
])
13392 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13394 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13403 void Player::SendQuestComplete( uint32 quest_id
)
13407 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13408 data
<< uint32(quest_id
);
13409 GetSession()->SendPacket( &data
);
13410 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13414 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13416 uint32 questid
= pQuest
->GetQuestId();
13417 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13418 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13419 data
<< uint32(questid
);
13421 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13423 data
<< uint32(XP
);
13424 data
<< uint32(pQuest
->GetRewOrReqMoney());
13429 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13432 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13433 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13434 GetSession()->SendPacket( &data
);
13436 if (pQuest
->GetQuestCompleteScript() != 0)
13437 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13440 void Player::SendQuestFailed( uint32 quest_id
)
13444 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13446 data
<< uint32(0); // failed reason (4 for inventory is full)
13447 GetSession()->SendPacket( &data
);
13448 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13452 void Player::SendQuestTimerFailed( uint32 quest_id
)
13456 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13458 GetSession()->SendPacket( &data
);
13459 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13463 void Player::SendCanTakeQuestResponse( uint32 msg
)
13465 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13466 data
<< uint32(msg
);
13467 GetSession()->SendPacket( &data
);
13468 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13471 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13475 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13476 data
<< uint64(pPlayer
->GetGUID());
13477 data
<< uint8(msg
); // valid values: 0-8
13478 GetSession()->SendPacket( &data
);
13479 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13483 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13485 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13486 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13487 //data << pQuest->ReqItemId[item_idx];
13489 GetSession()->SendPacket( &data
);
13492 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13494 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13496 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13498 // client expected gameobject template id in form (id|0x80000000)
13499 entry
= (-entry
) | 0x80000000;
13501 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13502 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13503 data
<< uint32(pQuest
->GetQuestId());
13504 data
<< uint32(entry
);
13505 data
<< uint32(old_count
+ add_count
);
13506 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13507 data
<< uint64(guid
);
13508 GetSession()->SendPacket(&data
);
13510 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13511 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13512 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13515 /*********************************************************/
13516 /*** LOAD SYSTEM ***/
13517 /*********************************************************/
13519 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13521 bool delete_result
= true;
13524 // 0 1 2 3 4 5 6 7 8 9
13525 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13526 if(!result
) return false;
13528 else delete_result
= false;
13530 Field
*fields
= result
->Fetch();
13532 if(!LoadValues( fields
[1].GetString()))
13534 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13535 if(delete_result
) delete result
;
13539 // overwrite possible wrong/corrupted guid
13540 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13542 m_name
= fields
[2].GetCppString();
13544 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13545 SetMapId(fields
[6].GetUInt32());
13546 // the instance id is not needed at character enum
13548 m_Played_time
[0] = fields
[7].GetUInt32();
13549 m_Played_time
[1] = fields
[8].GetUInt32();
13551 m_atLoginFlags
= fields
[9].GetUInt32();
13553 // I don't see these used anywhere ..
13556 _LoadBoundInstances();*/
13558 if (delete_result
) delete result
;
13560 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13563 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13564 m_deathState
= DEAD
;
13569 void Player::_LoadDeclinedNames(QueryResult
* result
)
13575 delete m_declinedname
;
13577 m_declinedname
= new DeclinedName
;
13578 Field
*fields
= result
->Fetch();
13579 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13580 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13585 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13587 // arenateamid, played_week, played_season, personal_rating
13588 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13594 Field
*fields
= result
->Fetch();
13596 uint32 arenateamid
= fields
[0].GetUInt32();
13597 uint32 played_week
= fields
[1].GetUInt32();
13598 uint32 played_season
= fields
[2].GetUInt32();
13599 uint32 personal_rating
= fields
[3].GetUInt32();
13601 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13604 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13607 uint8 arenaSlot
= aTeam
->GetSlot();
13609 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13610 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13611 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13612 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13613 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13614 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13616 }while (result
->NextRow());
13620 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13622 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13626 Field
*fields
= result
->Fetch();
13628 x
= fields
[0].GetFloat();
13629 y
= fields
[1].GetFloat();
13630 z
= fields
[2].GetFloat();
13631 o
= fields
[3].GetFloat();
13632 mapid
= fields
[4].GetUInt32();
13633 in_flight
= !fields
[5].GetCppString().empty();
13639 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13641 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13645 Field
*fields
= result
->Fetch();
13647 data
= StrSplit(fields
[0].GetCppString(), " ");
13654 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13656 if(index
>= data
.size())
13659 return (uint32
)atoi(data
[index
].c_str());
13662 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13665 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13666 memcpy(&result
, &temp
, sizeof(result
));
13671 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13674 if(!LoadValuesArrayFromDB(data
,guid
))
13677 return GetUInt32ValueFromArray(data
,index
);
13680 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13683 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13684 memcpy(&result
, &temp
, sizeof(result
));
13689 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13691 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13692 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13693 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13697 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13701 Field
*fields
= result
->Fetch();
13703 uint32 dbAccountId
= fields
[1].GetUInt32();
13705 // check if the character's account in the db and the logged in account match.
13706 // player should be able to load/delete character only with correct account!
13707 if( dbAccountId
!= GetSession()->GetAccountId() )
13709 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13714 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13716 m_name
= fields
[3].GetCppString();
13718 // check name limitations
13719 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13722 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13726 if(!LoadValues( fields
[2].GetString()))
13728 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13733 // overwrite possible wrong/corrupted guid
13734 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13736 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13737 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13739 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13740 SetVisibleItemSlot(slot
,NULL
);
13744 delete m_items
[slot
];
13745 m_items
[slot
] = NULL
;
13749 // update money limits
13750 if(GetMoney() > MAX_MONEY_AMOUNT
)
13751 SetMoney(MAX_MONEY_AMOUNT
);
13753 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13756 m_race
= fields
[4].GetUInt8();
13757 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13758 //Other way is to saves m_team into characters table.
13759 setFactionForRace(m_race
);
13762 m_class
= fields
[5].GetUInt8();
13764 // load home bind and check in same time class/race pair, it used later for restore broken positions
13765 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13768 InitPrimaryProffesions(); // to max set before any spell loaded
13770 // init saved position, and fix it later if problematic
13771 uint32 transGUID
= fields
[24].GetUInt32();
13772 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13773 SetMapId(fields
[9].GetUInt32());
13774 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13776 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13778 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13780 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13781 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13782 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13784 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13786 // check arena teams integrity
13787 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13789 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13793 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13794 if(at
->HaveMember(GetGUID()))
13797 // arena team not exist or not member, cleanup fields
13798 for(int j
=0; j
< 6; ++j
)
13799 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13802 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13804 if(!IsPositionValid())
13806 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13807 RelocateToHomebind();
13811 m_movementInfo
.t_x
= 0.0f
;
13812 m_movementInfo
.t_y
= 0.0f
;
13813 m_movementInfo
.t_z
= 0.0f
;
13814 m_movementInfo
.t_o
= 0.0f
;
13817 uint32 bgid
= fields
[34].GetUInt32();
13818 uint32 bgteam
= fields
[35].GetUInt32();
13820 if(bgid
) //saved in BattleGround
13822 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13824 // check entry point and fix to homebind if need
13825 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
13826 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
13827 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
13829 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
13831 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
13833 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
13834 uint32 queueSlot
= AddBattleGroundQueueId(bgQueueTypeId
);
13836 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
13839 //join player to battleground group
13840 currentBg
->EventPlayerLoggedIn(this, GetGUID());
13841 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
13843 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
13847 Relocate(GetBattleGroundEntryPoint());
13848 //RemoveArenaAuras(true);
13853 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13854 // if server restart after player save in BG or area
13855 // player can have current coordinates in to BG/Arean map, fix this
13856 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
13858 // return to BG master
13859 SetMapId(fields
[36].GetUInt32());
13860 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13862 // check entry point and fix to homebind if need
13863 mapEntry
= sMapStore
.LookupEntry(GetMapId());
13864 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
13865 RelocateToHomebind();
13869 if (transGUID
!= 0)
13871 m_movementInfo
.t_x
= fields
[20].GetFloat();
13872 m_movementInfo
.t_y
= fields
[21].GetFloat();
13873 m_movementInfo
.t_z
= fields
[22].GetFloat();
13874 m_movementInfo
.t_o
= fields
[23].GetFloat();
13876 if( !MaNGOS::IsValidMapCoord(
13877 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13878 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13879 // transport size limited
13880 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13882 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13883 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13884 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13886 RelocateToHomebind();
13888 m_movementInfo
.t_x
= 0.0f
;
13889 m_movementInfo
.t_y
= 0.0f
;
13890 m_movementInfo
.t_z
= 0.0f
;
13891 m_movementInfo
.t_o
= 0.0f
;
13897 if (transGUID
!= 0)
13899 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13901 if( (*iter
)->GetGUIDLow() == transGUID
)
13903 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
13904 // client without expansion support
13905 if(GetSession()->Expansion() < transMapEntry
->Expansion())
13907 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
13911 m_transport
= *iter
;
13912 m_transport
->AddPassenger(this);
13913 SetMapId(m_transport
->GetMapId());
13920 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
13923 RelocateToHomebind();
13925 m_movementInfo
.t_x
= 0.0f
;
13926 m_movementInfo
.t_y
= 0.0f
;
13927 m_movementInfo
.t_z
= 0.0f
;
13928 m_movementInfo
.t_o
= 0.0f
;
13933 else // not transport case
13935 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13936 // client without expansion support
13937 if(GetSession()->Expansion() < mapEntry
->Expansion())
13939 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
13940 RelocateToHomebind();
13944 // NOW player must have valid map
13945 // load the player's map here if it's not already loaded
13946 Map
*map
= GetMap();
13948 // since the player may not be bound to the map yet, make sure subsequent
13949 // getmap calls won't create new maps
13950 SetInstanceId(map
->GetInstanceId());
13952 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
13953 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
13955 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
13957 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
13959 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
13962 SaveRecallPosition();
13964 time_t now
= time(NULL
);
13965 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13967 // since last logout (in seconds)
13968 uint64 time_diff
= uint64(now
- logoutTime
);
13970 // set value, including drunk invisibility detection
13971 // calculate sobering. after 15 minutes logged out, the player will be sober again
13973 if(time_diff
> 15*MINUTE
)
13976 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13977 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13978 SetDrunkValue(newDrunkenValue
);
13980 m_rest_bonus
= fields
[15].GetFloat();
13981 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13982 float bubble0
= 0.031;
13983 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13984 float bubble1
= 0.125;
13986 if((int32
)fields
[16].GetUInt32() > 0)
13988 float bubble
= fields
[17].GetUInt32() > 0
13989 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13990 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13992 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13995 m_cinematic
= fields
[12].GetUInt32();
13996 m_Played_time
[0]= fields
[13].GetUInt32();
13997 m_Played_time
[1]= fields
[14].GetUInt32();
13999 m_resetTalentsCost
= fields
[18].GetUInt32();
14000 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14002 // reserve some flags
14003 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14005 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14006 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14008 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14010 uint32 extraflags
= fields
[25].GetUInt32();
14012 m_stableSlots
= fields
[26].GetUInt32();
14013 if(m_stableSlots
> MAX_PET_STABLES
)
14015 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14016 m_stableSlots
= MAX_PET_STABLES
;
14019 m_atLoginFlags
= fields
[27].GetUInt32();
14022 // Update Honor kills data
14023 m_lastHonorUpdateTime
= logoutTime
;
14024 UpdateHonorFields();
14026 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14027 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14028 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14030 std::string taxi_nodes
= fields
[31].GetCppString();
14034 // clear channel spell data (if saved at channel spell casting)
14035 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14036 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14038 // clear charm/summon related fields
14045 // reset some aura modifiers before aura apply
14046 SetFarSightGUID(0);
14047 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14048 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14052 // make sure the unit is considered out of combat for proper loading
14055 // make sure the unit is considered not in duel for proper loading
14056 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14057 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14059 // remember loaded power/health values to restore after stats initialization and modifier applying
14060 uint32 savedHealth
= GetHealth();
14061 uint32 savedPower
[MAX_POWERS
];
14062 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14063 savedPower
[i
] = GetPower(Powers(i
));
14065 // reset stats before loading any modifiers
14066 InitStatsForLevel();
14067 InitTaxiNodesForLevel();
14068 InitGlyphsForLevel();
14071 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14073 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14076 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14079 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14080 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14081 m_deathState
= DEAD
;
14083 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14085 // after spell load, learn rewarded spell if need also
14086 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14087 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14089 // after spell and quest load
14090 InitTalentForLevel();
14091 learnDefaultSpells();
14093 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14095 // must be before inventory (some items required reputation check)
14096 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14098 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14100 // update items with duration and realtime
14101 UpdateItemDuration(time_diff
, true);
14103 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14105 // unread mails and next delivery time, actual mails not loaded
14106 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14108 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14110 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14111 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14112 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14114 if(!HasTitle(curTitle
))
14115 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14118 // Not finish taxi flight path
14119 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14121 // problems with taxi path loading
14122 TaxiNodesEntry
const* nodeEntry
= NULL
;
14123 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14124 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14126 if(!nodeEntry
) // don't know taxi start node, to homebind
14128 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14129 RelocateToHomebind();
14130 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14132 else // have start node, to it
14134 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14135 SetMapId(nodeEntry
->map_id
);
14136 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14137 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14139 m_taxi
.ClearTaxiDestinations();
14141 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14143 // save source node as recall coord to prevent recall and fall from sky
14144 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14145 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14146 m_recallMap
= nodeEntry
->map_id
;
14147 m_recallX
= nodeEntry
->x
;
14148 m_recallY
= nodeEntry
->y
;
14149 m_recallZ
= nodeEntry
->z
;
14151 // flight will started later
14154 // has to be called after last Relocate() in Player::LoadFromDB
14155 SetFallInformation(0, GetPositionZ());
14157 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14159 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14160 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14162 RemoveAllAurasOnDeath();
14164 //apply all stat bonuses from items and auras
14165 SetCanModifyStats(true);
14168 // restore remembered power/health values (but not more max values)
14169 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14170 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14171 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14173 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14177 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14179 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14182 case 0: break; // disable
14183 case 1: SetGameMaster(true); break; // enable
14184 case 2: // save state
14185 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14186 SetGameMaster(true);
14190 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14193 case 0: SetGMVisible(false); break; // invisible
14194 case 1: break; // visible
14195 case 2: // save state
14196 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14197 SetGMVisible(false);
14201 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14204 case 0: break; // disable
14205 case 1: SetAcceptTicket(true); break; // enable
14206 case 2: // save state
14207 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14208 SetAcceptTicket(true);
14212 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14215 case 0: break; // disable
14216 case 1: SetGMChat(true); break; // enable
14217 case 2: // save state
14218 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14223 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14226 case 0: break; // disable
14227 case 1: SetAcceptWhispers(true); break; // enable
14228 case 2: // save state
14229 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14230 SetAcceptWhispers(true);
14235 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14237 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14238 m_achievementMgr
.CheckAllAchievementCriteria();
14242 bool Player::isAllowedToLoot(Creature
* creature
)
14244 if(Player
* recipient
= creature
->GetLootRecipient())
14246 if (recipient
== this)
14248 if( Group
* otherGroup
= recipient
->GetGroup())
14250 Group
* thisGroup
= GetGroup();
14253 return thisGroup
== otherGroup
;
14258 // prevent other players from looting if the recipient got disconnected
14259 return !creature
->hasLootRecipient();
14262 void Player::_LoadActions(QueryResult
*result
)
14264 m_actionButtons
.clear();
14266 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14272 Field
*fields
= result
->Fetch();
14274 uint8 button
= fields
[0].GetUInt8();
14276 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14277 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14280 sLog
.outError( " ...at loading, and will deleted in DB also");
14282 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14283 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14286 while( result
->NextRow() );
14292 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14295 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14296 m_modAuras
[i
].clear();
14298 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14304 Field
*fields
= result
->Fetch();
14305 uint64 caster_guid
= fields
[0].GetUInt64();
14306 uint32 spellid
= fields
[1].GetUInt32();
14307 uint32 effindex
= fields
[2].GetUInt32();
14308 uint32 stackcount
= fields
[3].GetUInt32();
14309 int32 damage
= (int32
)fields
[4].GetUInt32();
14310 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14311 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14312 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14314 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14317 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14323 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14327 // negative effects should continue counting down after logout
14328 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14330 if(remaintime
<= int32(timediff
))
14333 remaintime
-= timediff
;
14336 // prevent wrong values of remaincharges
14337 if(spellproto
->procCharges
)
14339 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14340 remaincharges
= spellproto
->procCharges
;
14346 for(uint32 i
=0; i
<stackcount
; i
++)
14348 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14350 damage
= aura
->GetModifier()->m_amount
;
14352 // reset stolen single target auras
14353 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14354 aura
->SetIsSingleTarget(false);
14356 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14358 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14361 while( result
->NextRow() );
14366 if(m_class
== CLASS_WARRIOR
)
14367 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14370 void Player::_LoadGlyphAuras()
14372 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14374 if (uint32 glyph
= GetGlyph(i
))
14376 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14378 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14380 if(gp
->TypeFlags
== gs
->TypeFlags
)
14382 CastSpell(this, gp
->SpellId
, true);
14386 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14389 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14392 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14394 // On any error remove glyph
14400 void Player::LoadCorpse()
14404 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14408 if(Corpse
*corpse
= GetCorpse())
14410 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14414 //Prevent Dead Player login without corpse
14415 ResurrectPlayer(0.5f
);
14420 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14422 //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
14423 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14424 //NOTE: the "order by `bag`" is important because it makes sure
14425 //the bagMap is filled before items in the bags are loaded
14426 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14427 //expected to be equipped before offhand items (TODO: fixme)
14429 uint32 zone
= GetZoneId();
14433 std::list
<Item
*> problematicItems
;
14435 // prevent items from being added to the queue when stored
14436 m_itemUpdateQueueBlocked
= true;
14439 Field
*fields
= result
->Fetch();
14440 uint32 bag_guid
= fields
[1].GetUInt32();
14441 uint8 slot
= fields
[2].GetUInt8();
14442 uint32 item_guid
= fields
[3].GetUInt32();
14443 uint32 item_id
= fields
[4].GetUInt32();
14445 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14449 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14450 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14451 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14455 Item
*item
= NewItemOrBag(proto
);
14457 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14459 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14460 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14461 item
->FSetState(ITEM_REMOVED
);
14462 item
->SaveToDB(); // it also deletes item object !
14466 // not allow have in alive state item limited to another map/zone
14467 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14469 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14470 item
->FSetState(ITEM_REMOVED
);
14471 item
->SaveToDB(); // it also deletes item object !
14475 // "Conjured items disappear if you are logged out for more than 15 minutes"
14476 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14478 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14479 item
->FSetState(ITEM_REMOVED
);
14480 item
->SaveToDB(); // it also deletes item object !
14484 bool success
= true;
14488 // the item is not in a bag
14489 item
->SetContainer( NULL
);
14490 item
->SetSlot(slot
);
14492 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14494 ItemPosCountVec dest
;
14495 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14496 item
= StoreItem(dest
, item
, true);
14500 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14503 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14504 QuickEquipItem(dest
, item
);
14508 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14510 ItemPosCountVec dest
;
14511 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14512 item
= BankItem(dest
, item
, true);
14519 // store bags that may contain items in them
14520 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14521 bagMap
[item_guid
] = (Bag
*)item
;
14526 item
->SetSlot(NULL_SLOT
);
14527 // the item is in a bag, find the bag
14528 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14529 if(itr
!= bagMap
.end())
14530 itr
->second
->StoreItem(slot
, item
, true );
14535 // item's state may have changed after stored
14537 item
->SetState(ITEM_UNCHANGED
, this);
14540 sLog
.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid
, item_id
, bag_guid
, slot
);
14541 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14542 problematicItems
.push_back(item
);
14544 } while (result
->NextRow());
14547 m_itemUpdateQueueBlocked
= false;
14549 // send by mail problematic items
14550 while(!problematicItems
.empty())
14553 MailItemsInfo mi
; // item list preparing
14555 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14557 Item
* item
= problematicItems
.front();
14558 problematicItems
.pop_front();
14560 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14563 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14565 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14569 _ApplyAllItemMods();
14572 // load mailed item which should receive current player
14573 void Player::_LoadMailedItems(Mail
*mail
)
14575 // data needs to be at first place for Item::LoadFromDB
14576 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
14582 Field
*fields
= result
->Fetch();
14583 uint32 item_guid_low
= fields
[1].GetUInt32();
14584 uint32 item_template
= fields
[2].GetUInt32();
14586 mail
->AddItem(item_guid_low
, item_template
);
14588 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14592 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14593 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14594 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14598 Item
*item
= NewItemOrBag(proto
);
14600 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14602 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14603 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14604 item
->FSetState(ITEM_REMOVED
);
14605 item
->SaveToDB(); // it also deletes item object !
14610 } while (result
->NextRow());
14615 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14617 //set a count of unread mails
14618 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14621 Field
*fieldMail
= resultUnread
->Fetch();
14622 unReadMails
= fieldMail
[0].GetUInt8();
14623 delete resultUnread
;
14626 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14627 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14628 if (resultDelivery
)
14630 Field
*fieldMail
= resultDelivery
->Fetch();
14631 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14632 delete resultDelivery
;
14636 void Player::_LoadMail()
14639 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14640 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
14645 Field
*fields
= result
->Fetch();
14646 Mail
*m
= new Mail
;
14647 m
->messageID
= fields
[0].GetUInt32();
14648 m
->messageType
= fields
[1].GetUInt8();
14649 m
->sender
= fields
[2].GetUInt32();
14650 m
->receiver
= fields
[3].GetUInt32();
14651 m
->subject
= fields
[4].GetCppString();
14652 m
->itemTextId
= fields
[5].GetUInt32();
14653 bool has_items
= fields
[6].GetBool();
14654 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14655 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14656 m
->money
= fields
[9].GetUInt32();
14657 m
->COD
= fields
[10].GetUInt32();
14658 m
->checked
= fields
[11].GetUInt32();
14659 m
->stationery
= fields
[12].GetUInt8();
14660 m
->mailTemplateId
= fields
[13].GetInt16();
14662 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14664 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14665 m
->mailTemplateId
= 0;
14668 m
->state
= MAIL_STATE_UNCHANGED
;
14671 _LoadMailedItems(m
);
14673 m_mail
.push_back(m
);
14674 } while( result
->NextRow() );
14677 m_mailsLoaded
= true;
14680 void Player::LoadPet()
14682 //fixme: the pet should still be loaded if the player is not in world
14683 // just not added to the map
14686 Pet
*pet
= new Pet
;
14687 if(!pet
->LoadPetFromDB(this,0,0,true))
14692 void Player::_LoadQuestStatus(QueryResult
*result
)
14694 mQuestStatus
.clear();
14698 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14699 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
14705 Field
*fields
= result
->Fetch();
14707 uint32 quest_id
= fields
[0].GetUInt32();
14708 // used to be new, no delete?
14709 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14713 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14715 uint32 qstatus
= fields
[1].GetUInt32();
14716 if(qstatus
< MAX_QUEST_STATUS
)
14717 questStatusData
.m_status
= QuestStatus(qstatus
);
14720 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14721 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14724 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14725 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14727 time_t quest_time
= time_t(fields
[4].GetUInt64());
14729 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14731 AddTimedQuest( quest_id
);
14733 if (quest_time
<= sWorld
.GetGameTime())
14734 questStatusData
.m_timer
= 1;
14736 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14741 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14742 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14743 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14744 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14745 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14746 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14747 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14748 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14750 questStatusData
.uState
= QUEST_UNCHANGED
;
14752 // add to quest log
14753 if( slot
< MAX_QUEST_LOG_SIZE
&&
14754 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14755 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14756 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14758 SetQuestSlot(slot
,quest_id
,quest_time
);
14760 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14761 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14763 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14764 if(questStatusData
.m_creatureOrGOcount
[idx
])
14765 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14770 if(questStatusData
.m_rewarded
)
14772 // learn rewarded spell if unknown
14773 learnQuestRewardedSpells(pQuest
);
14775 // set rewarded title if any
14776 if(pQuest
->GetCharTitleId())
14778 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14779 SetTitle(titleEntry
);
14782 if(pQuest
->GetBonusTalents())
14783 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
14786 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14789 while( result
->NextRow() );
14794 // clear quest log tail
14795 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14799 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14801 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14802 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14804 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14808 uint32 quest_daily_idx
= 0;
14812 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14814 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14818 Field
*fields
= result
->Fetch();
14820 uint32 quest_id
= fields
[0].GetUInt32();
14822 // save _any_ from daily quest times (it must be after last reset anyway)
14823 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14825 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14829 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14832 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14834 while( result
->NextRow() );
14839 m_DailyQuestChanged
= false;
14842 void Player::_LoadSpells(QueryResult
*result
)
14844 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14850 Field
*fields
= result
->Fetch();
14852 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
14854 while( result
->NextRow() );
14860 void Player::_LoadTutorials(QueryResult
*result
)
14862 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14868 Field
*fields
= result
->Fetch();
14870 for (int iI
=0; iI
<8; iI
++)
14871 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14873 while( result
->NextRow() );
14878 m_TutorialsChanged
= false;
14881 void Player::_LoadGroup(QueryResult
*result
)
14883 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14886 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14888 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14891 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14892 SetGroup(group
, subgroup
);
14893 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14895 // the group leader may change the instance difficulty while the player is offline
14896 SetDifficulty(group
->GetDifficulty());
14902 void Player::_LoadBoundInstances(QueryResult
*result
)
14904 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14905 m_boundInstances
[i
].clear();
14907 Group
*group
= GetGroup();
14909 //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
14914 Field
*fields
= result
->Fetch();
14915 bool perm
= fields
[1].GetBool();
14916 uint32 mapId
= fields
[2].GetUInt32();
14917 uint32 instanceId
= fields
[0].GetUInt32();
14918 uint8 difficulty
= fields
[3].GetUInt8();
14919 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14920 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14921 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14922 // and in that case it is not used
14924 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
14925 if(!mapEntry
|| !mapEntry
->IsDungeon())
14927 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
14928 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14934 sLog
.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group
->GetLeaderGUID()), mapId
, instanceId
, difficulty
);
14935 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14939 // since non permanent binds are always solo bind, they can always be reset
14940 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14941 if(save
) BindToInstance(save
, perm
, true);
14942 } while(result
->NextRow());
14947 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14949 // some instances only have one difficulty
14950 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14951 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14953 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14954 if(itr
!= m_boundInstances
[difficulty
].end())
14955 return &itr
->second
;
14960 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14962 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14963 UnbindInstance(itr
, difficulty
, unload
);
14966 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14968 if(itr
!= m_boundInstances
[difficulty
].end())
14970 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14971 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14972 m_boundInstances
[difficulty
].erase(itr
++);
14976 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14980 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14983 // update the save when the group kills a boss
14984 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14985 if(!load
) CharacterDatabase
.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save
->GetInstanceId(), permanent
, GetGUIDLow(), bind
.save
->GetInstanceId());
14988 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14990 if(bind
.save
!= save
)
14992 if(bind
.save
) bind
.save
->RemovePlayer(this);
14993 save
->AddPlayer(this);
14996 if(permanent
) save
->SetCanReset(false);
14999 bind
.perm
= permanent
;
15000 if(!load
) sLog
.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save
->GetMapId(), save
->GetInstanceId(), save
->GetDifficulty());
15007 void Player::SendRaidInfo()
15009 uint32 counter
= 0;
15011 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15013 size_t p_counter
= data
.wpos();
15014 data
<< uint32(counter
); // placeholder
15016 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15018 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15020 if(itr
->second
.perm
)
15022 InstanceSave
*save
= itr
->second
.save
;
15023 data
<< uint32(save
->GetMapId());
15024 data
<< uint32(save
->GetResetTime() - time(NULL
));
15025 data
<< uint32(save
->GetInstanceId());
15026 data
<< uint32(save
->GetDifficulty());
15031 data
.put
<uint32
>(p_counter
,counter
);
15032 GetSession()->SendPacket(&data
);
15036 - called on every successful teleportation to a map
15038 void Player::SendSavedInstances()
15040 bool hasBeenSaved
= false;
15043 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15045 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15047 if(itr
->second
.perm
) // only permanent binds are sent
15049 hasBeenSaved
= true;
15055 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15056 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15057 data
<< uint32(hasBeenSaved
);
15058 GetSession()->SendPacket(&data
);
15063 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15065 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15067 if(itr
->second
.perm
)
15069 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15070 data
<< uint32(itr
->second
.save
->GetMapId());
15071 GetSession()->SendPacket(&data
);
15077 /// convert the player's binds to the group
15078 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15080 bool has_binds
= false;
15081 bool has_solo
= false;
15083 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15084 assert(player_guid
);
15086 // copy all binds to the group, when changing leader it's assumed the character
15087 // will not have any solo binds
15091 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15093 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15096 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15097 // permanent binds are not removed
15098 if(!itr
->second
.perm
)
15100 player
->UnbindInstance(itr
, i
, true); // increments itr
15109 // if the player's not online we don't know what binds it has
15110 if(!player
|| !group
|| has_binds
) CharacterDatabase
.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid
));
15111 // the following should not get executed when changing leaders
15112 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15115 bool Player::_LoadHomeBind(QueryResult
*result
)
15117 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15120 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15125 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15128 Field
*fields
= result
->Fetch();
15129 m_homebindMapId
= fields
[0].GetUInt32();
15130 m_homebindZoneId
= fields
[1].GetUInt16();
15131 m_homebindX
= fields
[2].GetFloat();
15132 m_homebindY
= fields
[3].GetFloat();
15133 m_homebindZ
= fields
[4].GetFloat();
15136 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15138 // accept saved data only for valid position (and non instanceable), and accessable
15139 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15140 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15145 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15150 m_homebindMapId
= info
->mapId
;
15151 m_homebindZoneId
= info
->zoneId
;
15152 m_homebindX
= info
->positionX
;
15153 m_homebindY
= info
->positionY
;
15154 m_homebindZ
= info
->positionZ
;
15156 CharacterDatabase
.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId
, (uint32
)m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15159 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15160 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15165 /*********************************************************/
15166 /*** SAVE SYSTEM ***/
15167 /*********************************************************/
15169 void Player::SaveToDB()
15171 // delay auto save at any saves (manual, in code, or autosave)
15172 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15174 // first save/honor gain after midnight will also update the player's honor fields
15175 UpdateHonorFields();
15177 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15178 //save, far from tavern/city
15179 //save, but in tavern/city
15180 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15183 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15184 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15185 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15186 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15187 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15188 uint32 tmp_displayid
= GetDisplayId();
15190 // Set player sit state to standing on save, also stealth and shifted form
15191 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15192 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15193 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15194 SetDisplayId(GetNativeDisplayId());
15196 bool inworld
= IsInWorld();
15198 CharacterDatabase
.BeginTransaction();
15200 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15202 std::string sql_name
= m_name
;
15203 CharacterDatabase
.escape_string(sql_name
);
15205 std::ostringstream ss
;
15206 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15207 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15208 "taximask, online, cinematic, "
15209 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15210 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15211 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15212 << GetGUIDLow() << ", "
15213 << GetSession()->GetAccountId() << ", '"
15214 << sql_name
<< "', "
15216 << m_class
<< ", ";
15218 if(!IsBeingTeleported())
15220 ss
<< GetMapId() << ", "
15221 << (uint32
)GetDifficulty() << ", "
15222 << finiteAlways(GetPositionX()) << ", "
15223 << finiteAlways(GetPositionY()) << ", "
15224 << finiteAlways(GetPositionZ()) << ", "
15225 << finiteAlways(GetOrientation()) << ", '";
15229 ss
<< GetTeleportDest().mapid
<< ", "
15230 << (uint32
)GetDifficulty() << ", "
15231 << finiteAlways(GetTeleportDest().x
) << ", "
15232 << finiteAlways(GetTeleportDest().y
) << ", "
15233 << finiteAlways(GetTeleportDest().z
) << ", "
15234 << finiteAlways(GetTeleportDest().o
) << ", '";
15238 for( i
= 0; i
< m_valuesCount
; i
++ )
15240 ss
<< GetUInt32Value(i
) << " ";
15245 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15248 ss
<< (inworld
? 1 : 0);
15254 ss
<< m_Played_time
[0];
15256 ss
<< m_Played_time
[1];
15259 ss
<< finiteAlways(m_rest_bonus
);
15261 ss
<< (uint64
)time(NULL
);
15263 ss
<< is_save_resting
;
15265 ss
<< m_resetTalentsCost
;
15267 ss
<< (uint64
)m_resetTalentsTime
;
15270 ss
<< finiteAlways(m_movementInfo
.t_x
);
15272 ss
<< finiteAlways(m_movementInfo
.t_y
);
15274 ss
<< finiteAlways(m_movementInfo
.t_z
);
15276 ss
<< finiteAlways(m_movementInfo
.t_o
);
15279 ss
<< m_transport
->GetGUIDLow();
15284 ss
<< m_ExtraFlags
;
15287 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15290 ss
<< uint32(m_atLoginFlags
);
15296 ss
<< (uint64
)m_deathExpireTime
;
15299 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15301 ss
<< GetBattleGroundId();
15305 ss
<< m_bgEntryPoint
.mapid
<< ", "
15306 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15307 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15308 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15309 << finiteAlways(m_bgEntryPoint
.o
);
15312 CharacterDatabase
.Execute( ss
.str().c_str() );
15314 if(m_mailsUpdated
) //save mails only when needed
15318 _SaveQuestStatus();
15319 _SaveDailyQuestStatus();
15322 _SaveSpellCooldowns();
15325 m_achievementMgr
.SaveToDB();
15326 m_reputationMgr
.SaveToDB();
15328 CharacterDatabase
.CommitTransaction();
15330 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15331 SetDisplayId(tmp_displayid
);
15332 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15333 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15334 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15335 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15337 // save pet (hunter pet level and experience and all type pets health/mana).
15338 if(Pet
* pet
= GetPet())
15339 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15342 // fast save function for item/money cheating preventing - save only inventory and money state
15343 void Player::SaveInventoryAndGoldToDB()
15346 //money is in data field
15347 SaveDataFieldToDB();
15350 void Player::_SaveActions()
15352 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15354 switch (itr
->second
.uState
)
15356 case ACTIONBUTTON_NEW
:
15357 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15358 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15359 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15362 case ACTIONBUTTON_CHANGED
:
15363 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15364 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15365 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15368 case ACTIONBUTTON_DELETED
:
15369 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15370 m_actionButtons
.erase(itr
++);
15379 void Player::_SaveAuras()
15381 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15383 AuraMap
const& auras
= GetAuras();
15388 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15389 uint32 stackCounter
= 1;
15391 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15393 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15395 AuraMap::const_iterator itr2
= itr
;
15396 // save previous spellEffectPair to db
15399 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15401 //skip all auras from spells that are passive or need a shapeshift
15402 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15404 //do not save single target auras (unless they were cast by the player)
15405 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15408 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15409 for (i
= 0; i
< 3; i
++)
15410 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15411 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15416 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15417 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15418 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->GetAuraCharges()));
15423 if(itr
== auras
.end())
15427 if (lastEffectPair
== itr
->first
)
15431 lastEffectPair
= itr
->first
;
15437 void Player::_SaveInventory()
15439 // force items in buyback slots to new state
15440 // and remove those that aren't already
15441 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15443 Item
*item
= m_items
[i
];
15444 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15445 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15446 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15447 m_items
[i
]->FSetState(ITEM_NEW
);
15450 // update enchantment durations
15451 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15453 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15457 if (m_itemUpdateQueue
.empty()) return;
15459 // do not save if the update queue is corrupt
15460 bool error
= false;
15461 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15463 Item
*item
= m_itemUpdateQueue
[i
];
15464 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15465 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15469 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow());
15472 else if (test
!= item
)
15474 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow(), test
->GetGUIDLow());
15481 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15482 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15486 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15488 Item
*item
= m_itemUpdateQueue
[i
];
15489 if(!item
) continue;
15491 Bag
*container
= item
->GetContainer();
15492 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15494 switch(item
->GetState())
15497 CharacterDatabase
.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid
, item
->GetSlot(), item
->GetGUIDLow(), item
->GetEntry());
15500 CharacterDatabase
.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid
, item
->GetSlot(), item
->GetEntry(), item
->GetGUIDLow());
15503 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15505 case ITEM_UNCHANGED
:
15509 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15511 m_itemUpdateQueue
.clear();
15514 void Player::_SaveMail()
15516 if (!m_mailsLoaded
)
15519 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15522 if (m
->state
== MAIL_STATE_CHANGED
)
15524 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15525 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15526 if(m
->removedItems
.size())
15528 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15529 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15530 m
->removedItems
.clear();
15532 m
->state
= MAIL_STATE_UNCHANGED
;
15534 else if (m
->state
== MAIL_STATE_DELETED
)
15537 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15538 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15540 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15541 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15542 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15546 //deallocate deleted mails...
15547 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15549 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15554 itr
= m_mail
.begin();
15560 m_mailsUpdated
= false;
15563 void Player::_SaveQuestStatus()
15565 // we don't need transactions here.
15566 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15568 switch (i
->second
.uState
)
15571 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15572 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15573 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15575 case QUEST_CHANGED
:
15576 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15577 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15579 case QUEST_UNCHANGED
:
15582 i
->second
.uState
= QUEST_UNCHANGED
;
15586 void Player::_SaveDailyQuestStatus()
15588 if(!m_DailyQuestChanged
)
15591 m_DailyQuestChanged
= false;
15593 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15595 // we don't need transactions here.
15596 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15597 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15598 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15599 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15600 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15603 void Player::_SaveSpells()
15605 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15607 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15608 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15610 // add only changed/new not dependent spells
15611 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15612 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15614 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15616 delete itr
->second
;
15617 m_spells
.erase(itr
++);
15621 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15628 void Player::_SaveTutorials()
15630 if(!m_TutorialsChanged
)
15634 // it's better than rebuilding indexes multiple times
15635 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15638 Rows
= result
->Fetch()[0].GetUInt32();
15644 CharacterDatabase
.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15645 m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7], GetSession()->GetAccountId(), realmID
);
15649 CharacterDatabase
.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID
, m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7]);
15652 m_TutorialsChanged
= false;
15655 void Player::outDebugValues() const
15657 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15660 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15661 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15662 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15663 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15664 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15665 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15666 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15667 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15668 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15669 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15670 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15671 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15674 /*********************************************************/
15675 /*** FLOOD FILTER SYSTEM ***/
15676 /*********************************************************/
15678 void Player::UpdateSpeakTime()
15680 // ignore chat spam protection for GMs in any mode
15681 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15684 time_t current
= time (NULL
);
15685 if(m_speakTime
> current
)
15687 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15692 if(m_speakCount
>= max_count
)
15694 // prevent overwrite mute time, if message send just before mutes set, for example.
15695 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15696 if(GetSession()->m_muteTime
< new_mute
)
15697 GetSession()->m_muteTime
= new_mute
;
15705 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15708 bool Player::CanSpeak() const
15710 return GetSession()->m_muteTime
<= time (NULL
);
15713 /*********************************************************/
15714 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15715 /*********************************************************/
15717 void Player::SendAttackSwingNotInRange()
15719 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15720 GetSession()->SendPacket( &data
);
15723 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15725 std::ostringstream ss
;
15726 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15727 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15728 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15729 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15730 sLog
.outDebug(ss
.str().c_str());
15731 CharacterDatabase
.Execute(ss
.str().c_str());
15734 void Player::SaveDataFieldToDB()
15736 std::ostringstream ss
;
15737 ss
<<"UPDATE characters SET data='";
15739 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
15741 ss
<< GetUInt32Value(i
) << " ";
15743 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15745 CharacterDatabase
.Execute(ss
.str().c_str());
15748 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15750 std::ostringstream ss2
;
15751 ss2
<<"UPDATE characters SET data='";
15753 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15755 ss2
<<tokens
[i
]<<" ";
15757 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15759 return CharacterDatabase
.Execute(ss2
.str().c_str());
15762 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15765 snprintf(buf
,11,"%u",value
);
15767 if(index
>= tokens
.size())
15770 tokens
[index
] = buf
;
15773 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15776 if(!LoadValuesArrayFromDB(tokens
,guid
))
15779 if(index
>= tokens
.size())
15783 snprintf(buf
,11,"%u",value
);
15784 tokens
[index
] = buf
;
15786 SaveValuesArrayInDB(tokens
,guid
);
15789 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15792 memcpy(&temp
, &value
, sizeof(value
));
15793 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15796 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15799 if(!LoadValuesArrayFromDB(tokens
, guid
))
15802 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15803 uint8 race
= unit_bytes0
& 0xFF;
15804 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15806 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15810 unit_bytes0
&= ~(0xFF << 16);
15811 unit_bytes0
|= (gender
<< 16);
15812 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15814 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15815 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15817 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15819 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15820 player_bytes2
&= ~0xFF;
15821 player_bytes2
|= facialHair
;
15822 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15824 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15825 player_bytes3
&= ~0xFF;
15826 player_bytes3
|= gender
;
15827 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15829 SaveValuesArrayInDB(tokens
, guid
);
15832 void Player::SendAttackSwingNotStanding()
15834 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15835 GetSession()->SendPacket( &data
);
15838 void Player::SendAttackSwingDeadTarget()
15840 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15841 GetSession()->SendPacket( &data
);
15844 void Player::SendAttackSwingCantAttack()
15846 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15847 GetSession()->SendPacket( &data
);
15850 void Player::SendAttackSwingCancelAttack()
15852 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15853 GetSession()->SendPacket( &data
);
15856 void Player::SendAttackSwingBadFacingAttack()
15858 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15859 GetSession()->SendPacket( &data
);
15862 void Player::SendAutoRepeatCancel()
15864 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15865 data
.append(GetPackGUID()); // may be it's target guid
15866 GetSession()->SendPacket( &data
);
15869 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15871 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15873 data
<< Experience
;
15874 GetSession()->SendPacket(&data
);
15877 void Player::SendDungeonDifficulty(bool IsInGroup
)
15879 uint8 val
= 0x00000001;
15880 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15881 data
<< (uint32
)GetDifficulty();
15882 data
<< uint32(val
);
15883 data
<< uint32(IsInGroup
);
15884 GetSession()->SendPacket(&data
);
15887 void Player::SendResetFailedNotify(uint32 mapid
)
15889 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15890 data
<< uint32(mapid
);
15891 GetSession()->SendPacket(&data
);
15894 /// Reset all solo instances and optionally send a message on success for each
15895 void Player::ResetInstances(uint8 method
)
15897 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15899 // we assume that when the difficulty changes, all instances that can be reset will be
15900 uint8 dif
= GetDifficulty();
15902 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15904 InstanceSave
*p
= itr
->second
.save
;
15905 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15906 if(!entry
|| !p
->CanReset())
15912 if(method
== INSTANCE_RESET_ALL
)
15914 // the "reset all instances" method can only reset normal maps
15915 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15922 // if the map is loaded, reset it
15923 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15924 if(map
&& map
->IsDungeon())
15925 ((InstanceMap
*)map
)->Reset(method
);
15927 // since this is a solo instance there should not be any players inside
15928 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15929 SendResetInstanceSuccess(p
->GetMapId());
15932 m_boundInstances
[dif
].erase(itr
++);
15934 // the following should remove the instance save from the manager and delete it as well
15935 p
->RemovePlayer(this);
15939 void Player::SendResetInstanceSuccess(uint32 MapId
)
15941 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15943 GetSession()->SendPacket(&data
);
15946 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15948 // TODO: find what other fail reasons there are besides players in the instance
15949 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15952 GetSession()->SendPacket(&data
);
15955 /*********************************************************/
15956 /*** Update timers ***/
15957 /*********************************************************/
15959 ///checks the 15 afk reports per 5 minutes limit
15960 void Player::UpdateAfkReport(time_t currTime
)
15962 if(m_bgAfkReportedTimer
<= currTime
)
15964 m_bgAfkReportedCount
= 0;
15965 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15969 void Player::UpdateContestedPvP(uint32 diff
)
15971 if(!m_contestedPvPTimer
||isInCombat())
15973 if(m_contestedPvPTimer
<= diff
)
15975 ResetContestedPvP();
15978 m_contestedPvPTimer
-= diff
;
15981 void Player::UpdatePvPFlag(time_t currTime
)
15985 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15991 void Player::UpdateDuelFlag(time_t currTime
)
15993 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15996 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15997 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15999 duel
->startTimer
= 0;
16000 duel
->startTime
= currTime
;
16001 duel
->opponent
->duel
->startTimer
= 0;
16002 duel
->opponent
->duel
->startTime
= currTime
;
16005 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16010 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16012 //returning of reagents only for players, so best done here
16013 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16014 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16018 for(uint32 i
= 0; i
< 7; ++i
)
16020 if(spellInfo
->Reagent
[i
] > 0)
16022 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16023 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16024 if( msg
== EQUIP_ERR_OK
)
16026 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16028 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16033 m_temporaryUnsummonedPetNumber
= 0;
16036 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16039 // only if current pet in slot
16040 switch(pet
->getPetType())
16046 m_guardianPets
.erase(pet
->GetGUID());
16049 if(GetPetGUID() == pet
->GetGUID())
16058 switch(pet
->GetEntry())
16060 //warlock pets except imp are removed(?) when logging out
16065 mode
= PET_SAVE_NOT_IN_SLOT
;
16070 pet
->SavePetToDB(mode
);
16072 pet
->CleanupsBeforeDelete();
16073 pet
->AddObjectToRemoveList();
16074 pet
->m_removed
= true;
16076 if(pet
->isControlled())
16078 WorldPacket
data(SMSG_PET_SPELLS
, 8+4);
16081 GetSession()->SendPacket(&data
);
16084 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16088 void Player::RemoveMiniPet()
16090 if(Pet
* pet
= GetMiniPet())
16092 pet
->Remove(PET_SAVE_AS_DELETED
);
16097 Pet
* Player::GetMiniPet()
16101 return ObjectAccessor::GetPet(m_miniPet
);
16104 void Player::RemoveGuardians()
16106 while(!m_guardianPets
.empty())
16108 uint64 guid
= *m_guardianPets
.begin();
16109 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16110 pet
->Remove(PET_SAVE_AS_DELETED
);
16112 m_guardianPets
.erase(guid
);
16116 bool Player::HasGuardianWithEntry(uint32 entry
)
16118 // pet guid middle part is entry (and creature also)
16119 // and in guardian list must be guardians with same entry _always_
16120 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16121 if(GUID_ENPART(*itr
)==entry
)
16127 void Player::Uncharm()
16129 Unit
* charm
= GetCharm();
16133 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16134 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16137 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16139 *data
<< (uint8
)msgtype
;
16140 *data
<< (uint32
)language
;
16141 *data
<< (uint64
)GetGUID();
16142 *data
<< (uint32
)language
; //language 2.1.0 ?
16143 *data
<< (uint64
)GetGUID();
16144 *data
<< (uint32
)(text
.length()+1);
16146 *data
<< (uint8
)chatTag();
16149 void Player::Say(const std::string
& text
, const uint32 language
)
16151 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16152 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16153 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16156 void Player::Yell(const std::string
& text
, const uint32 language
)
16158 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16159 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16160 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16163 void Player::TextEmote(const std::string
& text
)
16165 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16166 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16167 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16170 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16172 if (language
!= LANG_ADDON
) // if not addon data
16173 language
= LANG_UNIVERSAL
; // whispers should always be readable
16175 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16177 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16178 if(!rPlayer
->isDND() || isGameMaster())
16180 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16181 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16182 rPlayer
->GetSession()->SendPacket(&data
);
16184 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16185 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16186 GetSession()->SendPacket(&data
);
16190 // announce to player that player he is whispering to is dnd and cannot receive his message
16191 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16194 if(!isAcceptWhispers())
16196 SetAcceptWhispers(true);
16197 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16200 // announce to player that player he is whispering to is afk
16201 if(rPlayer
->isAFK())
16202 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16204 // if player whisper someone, auto turn of dnd to be able to receive an answer
16205 if(isDND() && !rPlayer
->isGameMaster())
16209 void Player::PetSpellInitialize()
16211 Pet
* pet
= GetPet();
16216 sLog
.outDebug("Pet Spells Groups");
16218 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16220 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16221 data
<< uint64(pet
->GetGUID());
16222 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16224 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16227 for(uint32 i
= 0; i
< 10; i
++)
16229 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16232 size_t spellsCountPos
= data
.wpos();
16236 data
<< uint8(addlist
); // placeholder
16238 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16241 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16243 if(itr
->second
->state
== PETSPELL_REMOVED
)
16246 data
<< uint16(itr
->first
);
16247 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16252 data
.put
<uint8
>(spellsCountPos
, addlist
);
16254 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16255 data
<< uint8(cooldownsCount
);
16257 time_t curTime
= time(NULL
);
16259 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16261 time_t cooldown
= 0;
16263 if(itr
->second
> curTime
)
16264 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16266 data
<< uint16(itr
->first
); // spellid
16267 data
<< uint16(0); // spell category?
16268 data
<< uint32(itr
->second
); // cooldown
16269 data
<< uint32(0); // category cooldown
16272 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16274 time_t cooldown
= 0;
16276 if(itr
->second
> curTime
)
16277 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16279 data
<< uint16(itr
->first
); // spellid
16280 data
<< uint16(0); // spell category?
16281 data
<< uint32(0); // cooldown
16282 data
<< uint32(itr
->second
); // category cooldown
16285 GetSession()->SendPacket(&data
);
16288 void Player::PossessSpellInitialize()
16290 Unit
* charm
= GetCharm();
16295 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16299 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16304 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16307 data
<< uint64(charm
->GetGUID());
16308 data
<< uint32(0x00000000);
16312 for(uint32 i
= 0; i
< 10; i
++) //40
16314 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16317 data
<< uint8(addlist
); //1
16320 data
<< uint8(count
); // cooldowns count
16322 GetSession()->SendPacket(&data
);
16325 void Player::CharmSpellInitialize()
16327 Unit
* charm
= GetCharm();
16332 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16335 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16341 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16343 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16345 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16347 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16349 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16355 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16357 data
<< uint64(charm
->GetGUID());
16358 data
<< uint32(0x00000000);
16360 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16361 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16363 data
<< uint8(0) << uint8(0);
16366 for(uint32 i
= 0; i
< 10; i
++) //40
16368 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16371 data
<< uint8(addlist
); //1
16375 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16377 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16378 if(cspell
->spellId
)
16380 data
<< uint16(cspell
->spellId
);
16381 data
<< uint16(cspell
->active
);
16387 data
<< uint8(count
); // cooldowns count
16389 GetSession()->SendPacket(&data
);
16392 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16394 if (!mod
|| !spellInfo
)
16397 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16399 // prevent apply to any spell except spell that trigger expire
16402 if(mod
->lastAffected
!= spell
)
16405 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16409 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16412 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16414 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16416 for(int eff
=0;eff
<96;++eff
)
16420 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16421 else _mask2
= uint64(1) << (eff
-64);
16422 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16425 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16427 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16428 val
+= (*itr
)->value
;
16430 val
+= apply
? mod
->value
: -(mod
->value
);
16431 WorldPacket
data(Opcode
, (1+1+4));
16432 data
<< uint8(eff
);
16433 data
<< uint8(mod
->op
);
16434 data
<< int32(val
);
16435 SendDirectMessage(&data
);
16440 m_spellMods
[mod
->op
].push_back(mod
);
16443 if (mod
->charges
== -1)
16444 --m_SpellModRemoveCount
;
16445 m_spellMods
[mod
->op
].remove(mod
);
16450 void Player::RemoveSpellMods(Spell
const* spell
)
16452 if(!spell
|| (m_SpellModRemoveCount
== 0))
16455 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16457 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16459 SpellModifier
*mod
= *itr
;
16462 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16464 RemoveAurasDueToSpell(mod
->spellId
);
16465 if (m_spellMods
[i
].empty())
16468 itr
= m_spellMods
[i
].begin();
16474 // send Proficiency
16475 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16477 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16478 data
<< pr1
<< pr2
;
16479 GetSession()->SendPacket (&data
);
16482 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16484 QueryResult
*result
= NULL
;
16486 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16488 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16491 do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
16492 { // and SendPetitionQueryOpcode reads data from the DB
16493 Field
*fields
= result
->Fetch();
16494 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16495 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16497 // send update if charter owner in game
16498 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16500 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16502 } while ( result
->NextRow() );
16507 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16509 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16512 CharacterDatabase
.BeginTransaction();
16515 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16516 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16520 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16521 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16523 CharacterDatabase
.CommitTransaction();
16526 void Player::LeaveAllArenaTeams(uint64 guid
)
16528 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
16534 Field
*fields
= result
->Fetch();
16535 uint32 at_id
= fields
[0].GetUInt32();
16538 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16540 at
->DelMember(guid
);
16542 } while (result
->NextRow());
16547 void Player::SetRestBonus (float rest_bonus_new
)
16549 // Prevent resting on max level
16550 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16551 rest_bonus_new
= 0;
16553 if(rest_bonus_new
< 0)
16554 rest_bonus_new
= 0;
16556 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16558 if(rest_bonus_new
> rest_bonus_max
)
16559 m_rest_bonus
= rest_bonus_max
;
16561 m_rest_bonus
= rest_bonus_new
;
16563 // update data for client
16564 if(m_rest_bonus
>10)
16565 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16566 else if(m_rest_bonus
<=1)
16567 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16570 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16573 void Player::HandleStealthedUnitsDetection()
16575 std::list
<Unit
*> stealthedUnits
;
16577 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16579 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16580 cell
.SetNoCreate();
16582 MaNGOS::AnyStealthedCheck u_check
;
16583 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16585 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16586 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16588 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16589 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16590 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16592 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16596 i
= stealthedUnits
.erase(i
);
16600 if ((*i
)->isVisibleForOrDetect(this,true))
16603 (*i
)->SendUpdateToPlayer(this);
16604 m_clientGUIDs
.insert((*i
)->GetGUID());
16606 #ifdef MANGOS_DEBUG
16607 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16608 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16611 // target aura duration for caster show only if target exist at caster client
16612 // send data at target visibility change (adding to client)
16613 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16614 SendAurasForTarget(*i
);
16616 i
= stealthedUnits
.erase(i
);
16624 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16626 if(nodes
.size() < 2)
16629 // not let cheating with start flight mounted
16632 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16633 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16634 GetSession()->SendPacket(&data
);
16638 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16640 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16641 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16642 GetSession()->SendPacket(&data
);
16646 // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
16647 if(GetSession()->isLogingOut() ||
16648 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16649 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16650 IsNonMeleeSpellCasted(false) ||
16653 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16654 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16655 GetSession()->SendPacket(&data
);
16659 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16662 uint32 sourcenode
= nodes
[0];
16664 // starting node too far away (cheat?)
16665 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16666 if( !node
|| node
->map_id
!= GetMapId() ||
16667 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16668 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16669 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16670 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16672 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16673 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16674 GetSession()->SendPacket(&data
);
16678 // Prepare to flight start now
16680 // stop combat at start taxi flight if any
16683 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16686 // clean not finished taxi path if any
16687 m_taxi
.ClearTaxiDestinations();
16689 // 0 element current node
16690 m_taxi
.AddTaxiDestination(sourcenode
);
16692 // fill destinations path tail
16693 uint32 sourcepath
= 0;
16694 uint32 totalcost
= 0;
16696 uint32 prevnode
= sourcenode
;
16697 uint32 lastnode
= 0;
16699 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16703 lastnode
= nodes
[i
];
16704 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16708 m_taxi
.ClearTaxiDestinations();
16714 if(prevnode
== sourcenode
)
16717 m_taxi
.AddTaxiDestination(lastnode
);
16719 prevnode
= lastnode
;
16722 if(!mount_id
) // if not provide then attempt use default.
16723 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16725 if (mount_id
== 0 || sourcepath
== 0)
16727 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16728 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16729 GetSession()->SendPacket(&data
);
16730 m_taxi
.ClearTaxiDestinations();
16734 uint32 money
= GetMoney();
16738 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16741 if(money
< totalcost
)
16743 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16744 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16745 GetSession()->SendPacket(&data
);
16746 m_taxi
.ClearTaxiDestinations();
16750 //Checks and preparations done, DO FLIGHT
16751 ModifyMoney(-(int32
)totalcost
);
16752 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16754 // prevent stealth flight
16755 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16757 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16758 data
<< uint32(ERR_TAXIOK
);
16759 GetSession()->SendPacket(&data
);
16761 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16763 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16768 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16770 // last check 2.0.10
16771 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16773 data
<< uint8(0x0); // flags (0x1, 0x2)
16774 time_t curTime
= time(NULL
);
16775 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16777 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16779 uint32 unSpellId
= itr
->first
;
16780 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16787 // Not send cooldown for this spells
16788 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16791 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16794 data
<< unTimeMs
; // in m.secs
16795 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16798 GetSession()->SendPacket(&data
);
16801 void Player::InitDataForForm(bool reapplyMods
)
16803 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16804 if(ssEntry
&& ssEntry
->attackSpeed
)
16806 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16807 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16808 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16811 SetRegularAttackTime();
16817 if(getPowerType()!=POWER_ENERGY
)
16818 setPowerType(POWER_ENERGY
);
16822 case FORM_DIREBEAR
:
16824 if(getPowerType()!=POWER_RAGE
)
16825 setPowerType(POWER_RAGE
);
16828 default: // 0, for example
16830 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16831 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16832 setPowerType(Powers(cEntry
->powerType
));
16837 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16839 UpdateEquipSpellsAtFormChange();
16841 UpdateAttackPowerAndDamage();
16842 UpdateAttackPowerAndDamage(true);
16845 // Return true is the bought item has a max count to force refresh of window by caller
16846 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16848 // cheating attempt
16849 if(count
< 1) count
= 1;
16854 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16857 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16861 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16864 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16865 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16869 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16870 if(!vItems
|| vItems
->Empty())
16872 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16876 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16877 if(vendor_slot
>= vItems
->GetItemCount())
16879 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16883 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16885 // check current item amount if it limited
16886 if( crItem
->maxcount
!= 0 )
16888 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16890 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16895 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16897 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16901 if(crItem
->ExtendedCost
)
16903 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16906 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16910 // honor points price
16911 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16913 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16917 // arena points price
16918 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16920 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16925 for (uint8 i
= 0; i
< 5; ++i
)
16927 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16929 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16934 // check for personal arena rating requirement
16935 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16937 // probably not the proper equip err
16938 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16943 uint32 price
= pProto
->BuyPrice
* count
;
16945 // reputation discount
16946 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16948 if( GetMoney() < price
)
16950 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16954 uint8 bag
= 0; // init for case invalid bagGUID
16956 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16959 if( bagguid
== GetGUID() )
16961 bag
= INVENTORY_SLOT_BAG_0
;
16965 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16967 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16970 if( bagguid
== pBag
->GetGUID() )
16980 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16982 ItemPosCountVec dest
;
16983 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16984 if( msg
!= EQUIP_ERR_OK
)
16986 SendEquipError( msg
, NULL
, NULL
);
16990 ModifyMoney( -(int32
)price
);
16991 if(crItem
->ExtendedCost
) // case for new honor system
16993 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16994 if(iece
->reqhonorpoints
)
16995 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16996 if(iece
->reqarenapoints
)
16997 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16998 for (uint8 i
= 0; i
< 5; ++i
)
17000 if(iece
->reqitem
[i
])
17001 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17005 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17007 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17009 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17010 data
<< pCreature
->GetGUID();
17011 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17012 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17013 data
<< (uint32
)count
;
17014 GetSession()->SendPacket(&data
);
17016 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17019 else if( IsEquipmentPos( bag
, slot
) )
17021 if(pProto
->BuyCount
* count
!= 1)
17023 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17028 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17029 if( msg
!= EQUIP_ERR_OK
)
17031 SendEquipError( msg
, NULL
, NULL
);
17035 ModifyMoney( -(int32
)price
);
17036 if(crItem
->ExtendedCost
) // case for new honor system
17038 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17039 if(iece
->reqhonorpoints
)
17040 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17041 if(iece
->reqarenapoints
)
17042 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17043 for (uint8 i
= 0; i
< 5; ++i
)
17045 if(iece
->reqitem
[i
])
17046 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17050 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17052 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17054 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17055 data
<< pCreature
->GetGUID();
17056 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17057 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17058 data
<< (uint32
)count
;
17059 GetSession()->SendPacket(&data
);
17061 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17063 AutoUnequipOffhandIfNeed();
17068 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17072 return crItem
->maxcount
!=0;
17075 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17077 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17078 // the personal rating of the arena team must match the required limit as well
17079 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17080 uint32 max_personal_rating
= 0;
17081 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17083 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17085 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17086 uint32 t_rating
= at
->GetRating();
17087 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17088 if(max_personal_rating
< p_rating
)
17089 max_personal_rating
= p_rating
;
17092 return max_personal_rating
;
17095 void Player::UpdateHomebindTime(uint32 time
)
17097 // GMs never get homebind timer online
17098 if (m_InstanceValid
|| isGameMaster())
17100 if(m_HomebindTimer
) // instance valid, but timer not reset
17103 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17106 GetSession()->SendPacket(&data
);
17108 // instance is valid, reset homebind timer
17109 m_HomebindTimer
= 0;
17111 else if (m_HomebindTimer
> 0)
17113 if (time
>= m_HomebindTimer
)
17115 // teleport to homebind location
17116 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17119 m_HomebindTimer
-= time
;
17123 // instance is invalid, start homebind timer
17124 m_HomebindTimer
= 60000;
17125 // send message to player
17126 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17127 data
<< m_HomebindTimer
;
17129 GetSession()->SendPacket(&data
);
17130 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17134 void Player::UpdatePvP(bool state
, bool ovrride
)
17136 if(!state
|| ovrride
)
17139 if(Pet
* pet
= GetPet())
17140 pet
->SetPvP(state
);
17141 if(Unit
* charmed
= GetCharm())
17142 charmed
->SetPvP(state
);
17144 pvpInfo
.endTimer
= 0;
17148 if(pvpInfo
.endTimer
!= 0)
17149 pvpInfo
.endTimer
= time(NULL
);
17154 if(Pet
* pet
= GetPet())
17155 pet
->SetPvP(state
);
17156 if(Unit
* charmed
= GetCharm())
17157 charmed
->SetPvP(state
);
17162 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17164 // init cooldown values
17169 // some special item spells without correct cooldown in SpellInfo
17170 // cooldown information stored in item prototype
17171 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17175 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17177 for(int idx
= 0; idx
< 5; ++idx
)
17179 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17181 cat
= proto
->Spells
[idx
].SpellCategory
;
17182 rec
= proto
->Spells
[idx
].SpellCooldown
;
17183 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17190 // if no cooldown found above then base at DBC data
17191 if(rec
< 0 && catrec
< 0)
17193 cat
= spellInfo
->Category
;
17194 rec
= spellInfo
->RecoveryTime
;
17195 catrec
= spellInfo
->CategoryRecoveryTime
;
17198 time_t curTime
= time(NULL
);
17203 // overwrite time for selected category
17204 if(infinityCooldown
)
17206 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17207 // but not allow ignore until reset or re-login
17208 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17209 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17213 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17214 // prevent 0 cooldowns set by another way
17215 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17216 rec
= GetAttackTime(RANGED_ATTACK
);
17218 // Now we have cooldown data (if found any), time to apply mods
17220 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17223 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17225 // replace negative cooldowns by 0
17226 if (rec
< 0) rec
= 0;
17227 if (catrec
< 0) catrec
= 0;
17229 // no cooldown after applying spell mods
17230 if( rec
== 0 && catrec
== 0)
17233 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17234 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17237 // self spell cooldown
17239 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17242 if (cat
&& catrec
> 0)
17244 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17245 if(i_scstore
!= sSpellCategoryStore
.end())
17247 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17249 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17252 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17258 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17262 sc
.itemid
= itemid
;
17263 m_spellCooldowns
[spellid
] = sc
;
17266 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17268 // start cooldowns at server side, if any
17269 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17271 // Send activate cooldown timer (possible 0) at client side
17272 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17273 data
<< spellInfo
->Id
;
17275 SendDirectMessage(&data
);
17278 void Player::UpdatePotionCooldown(Spell
* spell
)
17280 // no potion used i combat or still in combat
17281 if(!m_lastPotionId
|| isInCombat())
17284 // Call not from spell cast, send cooldown event for item spells if no in combat
17287 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17288 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17289 for(int idx
= 0; idx
< 5; ++idx
)
17290 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17291 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17292 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17294 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17296 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17298 m_lastPotionId
= 0;
17301 //slot to be excluded while counting
17302 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17304 if(!enchantmentcondition
)
17307 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17312 uint8 curcount
[4] = {0, 0, 0, 0};
17314 //counting current equipped gem colors
17315 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17319 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17320 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17322 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17324 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17328 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17332 uint32 gemid
= enchantEntry
->GemID
;
17336 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17340 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17344 uint8 GemColor
= gemProperty
->color
;
17346 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17348 if(tmpcolormask
& GemColor
)
17355 bool activate
= true;
17357 for(int i
= 0; i
< 5; i
++)
17359 if(!Condition
->Color
[i
])
17362 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17364 // if have <CompareColor> use them as count, else use <value> from Condition
17365 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17367 switch(Condition
->Comparator
[i
])
17369 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17370 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17372 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17373 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17375 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17376 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17381 sLog
.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition
, curcount
[0], curcount
[1], curcount
[2], curcount
[3], activate
? "yes" : "no");
17386 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17388 //cycle all equipped items
17389 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17391 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17392 if(slot
== exceptslot
)
17395 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17397 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17400 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17402 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17406 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17410 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17413 //was enchant active with/without item?
17414 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17415 //should it now be?
17416 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17418 // ignore item gem conditions
17419 //if state changed, (dis)apply enchant
17420 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17427 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17428 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17430 //cycle all equipped items
17431 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17433 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17434 if(slot
== exceptslot
)
17437 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17439 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17442 //cycle all (gem)enchants
17443 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17445 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17446 if(!enchant_id
) //if no enchant go to next enchant(slot)
17449 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17453 //only metagems to be (de)activated, so only enchants with condition
17454 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17456 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17461 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17463 if(BattleGround
*bg
= GetBattleGround())
17465 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17467 // call after remove to be sure that player resurrected for correct cast
17468 if( bg
->isBattleGround() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17470 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17471 CastSpell(this, 26013, true); // Deserter
17476 bool Player::CanJoinToBattleground() const
17478 // check Deserter debuff
17479 if(GetDummyAura(26013))
17485 bool Player::CanReportAfkDueToLimit()
17487 // a player can complain about 15 people per 5 minutes
17488 if(m_bgAfkReportedCount
>= 15)
17490 ++m_bgAfkReportedCount
;
17494 ///This player has been blamed to be inactive in a battleground
17495 void Player::ReportedAfkBy(Player
* reporter
)
17497 BattleGround
*bg
= GetBattleGround();
17498 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17501 // check if player has 'Idle' or 'Inactive' debuff
17502 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17504 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17505 // 3 players have to complain to apply debuff
17506 if(m_bgAfkReporter
.size() >= 3)
17508 // cast 'Idle' spell
17509 CastSpell(this, 43680, true);
17510 m_bgAfkReporter
.clear();
17515 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17517 // gamemaster in GM mode see all, including ghosts
17518 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17521 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17522 if (InBattleGround())
17524 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17529 // Live player see live player or dead player with not realized corpse
17530 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17532 return isAlive() || m_deathTimer
> 0;
17535 // Ghost see other friendly ghosts, that's for sure
17536 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17539 // Dead player see live players near own corpse
17542 Corpse
*corpse
= pl
->GetCorpse();
17545 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17546 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17551 // and not see any other
17555 bool Player::IsVisibleGloballyFor( Player
* u
) const
17560 // Always can see self
17564 // Visible units, always are visible for all players
17565 if (GetVisibility() == VISIBILITY_ON
)
17568 // GMs are visible for higher gms (or players are visible for gms)
17569 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17570 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17572 // non faction visibility non-breakable for non-GMs
17573 if (GetVisibility() == VISIBILITY_OFF
)
17576 // non-gm stealth/invisibility not hide from global player lists
17580 void Player::UpdateVisibilityOf(WorldObject
* target
)
17582 if(HaveAtClient(target
))
17584 if(!target
->isVisibleForInState(this,true))
17586 target
->DestroyForPlayer(this);
17587 m_clientGUIDs
.erase(target
->GetGUID());
17589 #ifdef MANGOS_DEBUG
17590 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17591 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17597 if(target
->isVisibleForInState(this,false))
17599 target
->SendUpdateToPlayer(this);
17600 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17601 m_clientGUIDs
.insert(target
->GetGUID());
17603 #ifdef MANGOS_DEBUG
17604 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17605 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17608 // target aura duration for caster show only if target exist at caster client
17609 // send data at target visibility change (adding to client)
17610 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17611 SendAurasForTarget((Unit
*)target
);
17613 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17614 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17620 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17622 s64
.insert(target
->GetGUID());
17626 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17628 if(!target
->IsTransport())
17629 s64
.insert(target
->GetGUID());
17633 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17635 if(HaveAtClient(target
))
17637 if(!target
->isVisibleForInState(this,true))
17639 target
->BuildOutOfRangeUpdateBlock(&data
);
17640 m_clientGUIDs
.erase(target
->GetGUID());
17642 #ifdef MANGOS_DEBUG
17643 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17644 sLog
.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),target
->GetEntry(),GetGUIDLow(),GetDistance(target
));
17650 if(target
->isVisibleForInState(this,false))
17652 visibleNow
.insert(target
);
17653 target
->BuildUpdate(data_updates
);
17654 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17655 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17657 #ifdef MANGOS_DEBUG
17658 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17659 sLog
.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),target
->GetEntry(),GetGUIDLow(),GetDistance(target
));
17665 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17666 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17667 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17668 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17669 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17671 void Player::InitPrimaryProffesions()
17673 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17676 void Player::SendComboPoints()
17678 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17681 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17682 data
.append(combotarget
->GetPackGUID());
17683 data
<< uint8(m_comboPoints
);
17684 GetSession()->SendPacket(&data
);
17688 void Player::AddComboPoints(Unit
* target
, int8 count
)
17693 // without combo points lost (duration checked in aura)
17694 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17696 if(target
->GetGUID() == m_comboTarget
)
17698 m_comboPoints
+= count
;
17703 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17704 target
->RemoveComboPointHolder(GetGUIDLow());
17706 m_comboTarget
= target
->GetGUID();
17707 m_comboPoints
= count
;
17709 target
->AddComboPointHolder(GetGUIDLow());
17712 if (m_comboPoints
> 5) m_comboPoints
= 5;
17713 if (m_comboPoints
< 0) m_comboPoints
= 0;
17718 void Player::ClearComboPoints()
17723 // without combopoints lost (duration checked in aura)
17724 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17730 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17731 target
->RemoveComboPointHolder(GetGUIDLow());
17736 void Player::SetGroup(Group
*group
, int8 subgroup
)
17742 // never use SetGroup without a subgroup unless you specify NULL for group
17743 assert(subgroup
>= 0);
17744 m_group
.link(group
, this);
17745 m_group
.setSubGroup((uint8
)subgroup
);
17749 void Player::SendInitialPacketsBeforeAddToMap()
17751 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17752 data
<< uint32(0); // unknown, may be rest state time or experience
17753 GetSession()->SendPacket(&data
);
17756 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17757 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17758 data
<< (uint32
) m_homebindMapId
;
17759 data
<< (uint32
) m_homebindZoneId
;
17760 GetSession()->SendPacket(&data
);
17762 // SMSG_SET_PROFICIENCY
17763 // SMSG_UPDATE_AURA_DURATION
17766 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17767 for (int i
= 0; i
< 8; ++i
)
17768 data
<< uint32( GetTutorialInt(i
) );
17769 GetSession()->SendPacket(&data
);
17771 SendInitialSpells();
17773 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17774 data
<< uint32(0); // count, for(count) uint32;
17775 GetSession()->SendPacket(&data
);
17777 SendInitialActionButtons();
17778 m_reputationMgr
.SendInitialReputations();
17779 m_achievementMgr
.SendAllAchievementData();
17782 uint32 newzone
, newarea
;
17783 GetZoneAndAreaId(newzone
,newarea
);
17784 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17786 // SMSG_SET_AURA_SINGLE
17788 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17789 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17790 data
<< (float)0.01666667f
; // game speed
17791 GetSession()->SendPacket( &data
);
17793 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17794 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17795 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17800 void Player::SendInitialPacketsAfterAddToMap()
17802 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17803 data
<< uint32(0x00000000); // on blizz it increments periodically
17804 GetSession()->SendPacket(&data
);
17806 CastSpell(this, 836, true); // LOGINEFFECT
17808 // set some aura effects that send packet to player client after add player to map
17809 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17810 // same auras state lost at far teleport, send it one more time in this case also
17811 static const AuraType auratypes
[] =
17813 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17814 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17815 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17817 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17819 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17820 if(!auraList
.empty())
17821 auraList
.front()->ApplyModifier(true,true);
17824 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17825 SetMovement(MOVE_ROOT
);
17827 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17828 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17830 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17831 data
.append(GetPackGUID());
17833 SendMessageToSet(&data
,true);
17836 SendAurasForTarget(this);
17837 SendEnchantmentDurations(); // must be after add to map
17838 SendItemDurations(); // must be after add to map
17841 void Player::SendUpdateToOutOfRangeGroupMembers()
17843 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17845 if(Group
* group
= GetGroup())
17846 group
->UpdatePlayerOutOfRange(this);
17848 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17849 m_auraUpdateMask
= 0;
17850 if(Pet
*pet
= GetPet())
17851 pet
->ResetAuraUpdateMask();
17854 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17856 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17857 data
<< uint32(mapid
);
17858 data
<< uint8(reason
); // transfer abort reason
17861 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17862 case TRANSFER_ABORT_DIFFICULTY
:
17863 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17864 data
<< uint8(arg
);
17867 GetSession()->SendPacket(&data
);
17870 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17872 // type of warning, based on the time remaining until reset
17875 type
= RAID_INSTANCE_WELCOME
;
17876 else if(time
> 900 && time
<= 3600)
17877 type
= RAID_INSTANCE_WARNING_HOURS
;
17878 else if(time
> 300 && time
<= 900)
17879 type
= RAID_INSTANCE_WARNING_MIN
;
17881 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17882 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17883 data
<< uint32(type
);
17884 data
<< uint32(mapid
);
17885 data
<< uint32(time
);
17886 GetSession()->SendPacket(&data
);
17889 void Player::ApplyEquipCooldown( Item
* pItem
)
17891 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
17893 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17896 if( !spellData
.SpellId
)
17899 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17900 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17903 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17905 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17906 data
<< pItem
->GetGUID();
17907 data
<< uint32(spellData
.SpellId
);
17908 GetSession()->SendPacket(&data
);
17912 void Player::resetSpells()
17914 // not need after this call
17915 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17917 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17918 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17921 // make full copy of map (spells removed and marked as deleted at another spell remove
17922 // and we can't use original map for safe iterative with visit each spell at loop end
17923 PlayerSpellMap smap
= GetSpellMap();
17925 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17926 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17928 learnDefaultSpells();
17929 learnQuestRewardedSpells();
17932 void Player::learnDefaultSpells()
17934 // learn default race/class spells
17935 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17936 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
17938 uint32 tspell
= *itr
;
17939 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
17940 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
17941 addSpell(tspell
,true,true,true,false);
17942 else // but send in normal spell in game learn case
17943 learnSpell(tspell
,true);
17947 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17949 uint32 spell_id
= quest
->GetRewSpellCast();
17951 // skip quests without rewarded spell
17955 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17959 // check learned spells state
17960 bool found
= false;
17961 for(int i
=0; i
< 3; ++i
)
17963 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17970 // skip quests with not teaching spell or already known spell
17974 // prevent learn non first rank unknown profession and second specialization for same profession)
17975 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17976 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17978 // not have first rank learned (unlearned prof?)
17979 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17980 if( !HasSpell(first_spell
) )
17983 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17988 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17990 // search other specialization for same prof
17991 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17993 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17996 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18000 // compare only specializations
18001 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18004 // compare same chain spells
18005 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18008 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18009 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18015 CastSpell( this, spell_id
, true);
18018 void Player::learnQuestRewardedSpells()
18020 // learn spells received from quest completing
18021 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18023 // skip no rewarded quests
18024 if(!itr
->second
.m_rewarded
)
18027 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18031 learnQuestRewardedSpells(quest
);
18035 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18037 uint32 raceMask
= getRaceMask();
18038 uint32 classMask
= getClassMask();
18039 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18041 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18042 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18044 // Check race if set
18045 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18047 // Check class if set
18048 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18051 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18053 // need unlearn spell
18054 if (skill_value
< pAbility
->req_skill_value
)
18055 removeSpell(pAbility
->spellId
);
18057 else if (!IsInWorld())
18058 addSpell(pAbility
->spellId
,true,true,true,false);
18060 learnSpell(pAbility
->spellId
,true);
18065 void Player::SendAurasForTarget(Unit
*target
)
18067 if(target
->GetVisibleAuras()->empty()) // speedup things
18070 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18071 data
.append(target
->GetPackGUID());
18073 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18074 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18076 for(uint32 j
= 0; j
< 3; ++j
)
18078 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18080 data
<< uint8(aura
->GetAuraSlot());
18081 data
<< uint32(aura
->GetId());
18085 uint8 auraFlags
= aura
->GetAuraFlags();
18087 data
<< uint8(auraFlags
);
18089 data
<< uint8(aura
->GetAuraLevel());
18091 data
<< uint8(aura
->GetAuraCharges());
18093 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18095 data
<< uint8(0); // packed GUID of someone (caster?)
18098 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18100 data
<< uint32(aura
->GetAuraMaxDuration());
18101 data
<< uint32(aura
->GetAuraDuration());
18109 GetSession()->SendPacket(&data
);
18112 void Player::SetDailyQuestStatus( uint32 quest_id
)
18114 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18116 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18118 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18119 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18120 m_DailyQuestChanged
= true;
18126 void Player::ResetDailyQuestStatus()
18128 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18129 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18131 // DB data deleted in caller
18132 m_DailyQuestChanged
= false;
18133 m_lastDailyQuestTime
= 0;
18136 BattleGround
* Player::GetBattleGround() const
18138 if(GetBattleGroundId()==0)
18141 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18144 bool Player::InArena() const
18146 BattleGround
*bg
= GetBattleGround();
18147 if(!bg
|| !bg
->isArena())
18153 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18155 // get a template bg instead of running one
18156 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18160 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18166 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18168 //returned to hardcoded version of this function, because there is no way to code it dynamic
18169 uint32 level
= getLevel();
18170 if( bgTypeId
== BATTLEGROUND_AV
)
18173 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18174 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18176 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18177 return QUEUE_ID_MAX_LEVEL_80
;
18179 return BGQueueIdBasedOnLevel(queue_id
);
18182 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18184 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18185 if(!vendor_faction
|| !vendor_faction
->faction
)
18188 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18189 if(rank
<= REP_NEUTRAL
)
18192 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18195 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18197 uint32 racemask
= getRaceMask();
18198 uint32 classmask
= getClassMask();
18200 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18201 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18205 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18207 // skip wrong race skills
18208 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18211 // skip wrong class skills
18212 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18221 bool Player::HasQuestForGO(int32 GOId
) const
18223 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18225 uint32 questid
= GetQuestSlotQuestId(i
);
18226 if ( questid
== 0 )
18229 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18230 if(qs_itr
== mQuestStatus
.end())
18233 QuestStatusData
const& qs
= qs_itr
->second
;
18235 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18237 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18241 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18244 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18246 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18249 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18257 void Player::UpdateForQuestsGO()
18259 if(m_clientGUIDs
.empty())
18263 WorldPacket packet
;
18264 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18266 if(IS_GAMEOBJECT_GUID(*itr
))
18268 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18270 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18273 udata
.BuildPacket(&packet
);
18274 GetSession()->SendPacket(&packet
);
18277 void Player::SummonIfPossible(bool agree
)
18281 m_summon_expire
= 0;
18285 // expire and auto declined
18286 if(m_summon_expire
< time(NULL
))
18289 // stop taxi flight at summon
18292 GetMotionMaster()->MovementExpired();
18293 m_taxi
.ClearTaxiDestinations();
18296 // drop flag at summon
18297 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18298 if(BattleGround
*bg
= GetBattleGround())
18299 bg
->EventPlayerDroppedFlag(this);
18301 m_summon_expire
= 0;
18303 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18306 void Player::RemoveItemDurations( Item
*item
)
18308 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18312 m_itemDuration
.erase(itr
);
18318 void Player::AddItemDurations( Item
*item
)
18320 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18322 m_itemDuration
.push_back(item
);
18323 item
->SendTimeUpdate(this);
18327 void Player::AutoUnequipOffhandIfNeed()
18329 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18333 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18334 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18337 ItemPosCountVec off_dest
;
18338 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18339 if( off_msg
== EQUIP_ERR_OK
)
18341 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18342 StoreItem( off_dest
, offItem
, true );
18347 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18348 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18349 CharacterDatabase
.BeginTransaction();
18350 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18351 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18352 CharacterDatabase
.CommitTransaction();
18354 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18355 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18359 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18361 if(spellInfo
->EquippedItemClass
< 0)
18364 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18365 // for optimize check 2 used cases only
18366 switch(spellInfo
->EquippedItemClass
)
18368 case ITEM_CLASS_WEAPON
:
18370 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18371 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18372 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18376 case ITEM_CLASS_ARMOR
:
18378 // tabard not have dependent spells
18379 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18380 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18381 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18384 // shields can be equipped to offhand slot
18385 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18386 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18389 // ranged slot can have some armor subclasses
18390 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18391 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18397 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18404 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18406 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18407 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18408 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18411 // Check no reagent use mask
18412 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18413 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18414 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18415 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18421 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18423 AuraMap
& auras
= GetAuras();
18424 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18426 Aura
* aura
= itr
->second
;
18428 // skip passive (passive item dependent spells work in another way) and not self applied auras
18429 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18430 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18436 // skip if not item dependent or have alternative item
18437 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18443 // no alt item, remove aura, restart check
18444 RemoveAurasDueToSpell(aura
->GetId());
18445 itr
= auras
.begin();
18448 // currently casted spells can be dependent from item
18449 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18451 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18452 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18457 uint32
Player::GetResurrectionSpellId()
18459 // search priceless resurrection possibilities
18461 uint32 spell_id
= 0;
18462 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18463 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18465 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18466 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18468 switch((*itr
)->GetId())
18470 case 20707: spell_id
= 3026; break; // rank 1
18471 case 20762: spell_id
= 20758; break; // rank 2
18472 case 20763: spell_id
= 20759; break; // rank 3
18473 case 20764: spell_id
= 20760; break; // rank 4
18474 case 20765: spell_id
= 20761; break; // rank 5
18475 case 27239: spell_id
= 27240; break; // rank 6
18476 case 47883: spell_id
= 47882; break; // rank 7
18478 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18484 // Twisting Nether // prio: 2 (max)
18485 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18492 // Reincarnation (passive spell) // prio: 1
18493 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18499 // Used in triggers for check "Only to targets that grant experience or honor" req
18500 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18502 uint32 v_level
= pVictim
->getLevel();
18503 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18505 // Victim level less gray level
18506 if(v_level
<=k_grey
)
18509 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18511 if (((Creature
*)pVictim
)->isTotem() ||
18512 ((Creature
*)pVictim
)->isPet() ||
18513 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18519 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18521 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18523 // prepare data for near group iteration (PvP and !PvP cases)
18525 bool honored_kill
= false;
18527 if(Group
*pGroup
= GetGroup())
18530 uint32 sum_level
= 0;
18531 Player
* member_with_max_level
= NULL
;
18532 Player
* not_gray_member_with_max_level
= NULL
;
18534 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18536 if(member_with_max_level
)
18538 /// not get Xp in PvP or no not gray players in group
18539 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18541 /// skip in check PvP case (for speed, not used)
18542 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18543 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18544 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18546 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18548 Player
* pGroupGuy
= itr
->getSource();
18552 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18553 continue; // member (alive or dead) or his corpse at req. distance
18555 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18556 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18557 honored_kill
= true;
18559 // xp and reputation only in !PvP case
18562 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18564 // if is in dungeon then all receive full reputation at kill
18565 // rewarded any alive/dead/near_corpse group member
18566 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18568 // XP updated only for alive group member
18569 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18570 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18572 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18574 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18575 if(Pet
* pet
= pGroupGuy
->GetPet())
18576 pet
->GivePetXP(itr_xp
/2);
18579 // quest objectives updated only for alive group member or dead but with not released body
18580 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18582 // normal creature (not pet/etc) can be only in !PvP case
18583 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18584 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18590 else // if (!pGroup)
18592 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18594 // honor can be in PvP and !PvP (racial leader) cases
18595 if(RewardHonor(pVictim
,1))
18596 honored_kill
= true;
18598 // xp and reputation only in !PvP case
18601 RewardReputation(pVictim
,1);
18602 GiveXP(xp
, pVictim
);
18604 if(Pet
* pet
= GetPet())
18605 pet
->GivePetXP(xp
);
18607 // normal creature (not pet/etc) can be only in !PvP case
18608 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18609 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18612 return xp
|| honored_kill
;
18615 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18617 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18619 // prepare data for near group iteration
18620 if(Group
*pGroup
= GetGroup())
18622 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18624 Player
* pGroupGuy
= itr
->getSource();
18628 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18629 continue; // member (alive or dead) or his corpse at req. distance
18631 // quest objectives updated only for alive group member or dead but with not released body
18632 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18633 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18636 else // if (!pGroup)
18637 KilledMonster(creature_id
, creature_guid
);
18640 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18642 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18648 Corpse
* corpse
= GetCorpse();
18652 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18655 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18657 Item
* item
= GetWeaponForAttack(attType
,true);
18659 // unarmed only with base attack
18660 if(attType
!= BASE_ATTACK
&& !item
)
18663 // weapon skill or (unarmed for base attack)
18664 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18665 return GetBaseSkillValue(skill
);
18668 void Player::ResurectUsingRequestData()
18670 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18671 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18673 ResurrectPlayer(0.0f
,false);
18675 if(GetMaxHealth() > m_resurrectHealth
)
18676 SetHealth( m_resurrectHealth
);
18678 SetHealth( GetMaxHealth() );
18680 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18681 SetPower(POWER_MANA
, m_resurrectMana
);
18683 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18685 SetPower(POWER_RAGE
, 0 );
18687 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18689 SpawnCorpseBones();
18692 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18694 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18695 data
.append(target
->GetPackGUID());
18696 data
<< uint8(allowMove
);
18697 GetSession()->SendPacket(&data
);
18700 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18702 // remove new continent flight forms
18703 if( !IsAllowUseFlyMountsHere() )
18705 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18706 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18709 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18710 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18711 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18712 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18713 if( !HasAura(itr
->second
->spellId
,0) )
18714 CastSpell(this,itr
->second
->spellId
,true);
18717 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18719 // remove auras from spells with area limitations
18720 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18722 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18723 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18729 // some auras applied at subzone enter
18730 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18731 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18732 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18733 if( !HasAura(itr
->second
->spellId
,0) )
18734 CastSpell(this,itr
->second
->spellId
,true);
18737 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18739 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18740 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18742 return copseReclaimDelay
[0];
18745 time_t now
= time(NULL
);
18746 // 0..2 full period
18747 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18748 return copseReclaimDelay
[count
];
18751 void Player::UpdateCorpseReclaimDelay()
18753 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18755 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18756 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18759 time_t now
= time(NULL
);
18760 if(now
< m_deathExpireTime
)
18762 // full and partly periods 1..3
18763 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18764 if(count
< MAX_DEATH_COUNT
)
18765 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18767 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18770 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18773 void Player::SendCorpseReclaimDelay(bool load
)
18775 Corpse
* corpse
= GetCorpse();
18782 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18785 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18788 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18789 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18791 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18792 if(count
>=MAX_DEATH_COUNT
)
18793 count
= MAX_DEATH_COUNT
-1;
18798 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18800 time_t now
= time(NULL
);
18801 if(now
>= expected_time
)
18804 delay
= expected_time
-now
;
18807 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18809 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18810 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18811 data
<< uint32(delay
*IN_MILISECONDS
);
18812 GetSession()->SendPacket( &data
);
18815 Player
* Player::GetNextRandomRaidMember(float radius
)
18817 Group
*pGroup
= GetGroup();
18821 std::vector
<Player
*> nearMembers
;
18822 nearMembers
.reserve(pGroup
->GetMembersCount());
18824 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18826 Player
* Target
= itr
->getSource();
18828 // IsHostileTo check duel and controlled by enemy
18829 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18830 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18831 nearMembers
.push_back(Target
);
18834 if (nearMembers
.empty())
18837 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18838 return nearMembers
[randTarget
];
18841 PartyResult
Player::CanUninviteFromGroup() const
18843 const Group
* grp
= GetGroup();
18845 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18847 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18848 return PARTY_RESULT_YOU_NOT_LEADER
;
18850 if(InBattleGround())
18851 return PARTY_RESULT_INVITE_RESTRICTED
;
18853 return PARTY_RESULT_OK
;
18856 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
18858 //we must move references from m_group to m_originalGroup
18859 SetOriginalGroup(GetGroup(), GetSubGroup());
18862 m_group
.link(group
, this);
18863 m_group
.setSubGroup((uint8
)subgroup
);
18866 void Player::RemoveFromBattleGroundRaid()
18868 //remove existing reference
18870 if( Group
* group
= GetOriginalGroup() )
18872 m_group
.link(group
, this);
18873 m_group
.setSubGroup(GetOriginalSubGroup());
18875 SetOriginalGroup(NULL
);
18878 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
18880 if( group
== NULL
)
18881 m_originalGroup
.unlink();
18884 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18885 assert(subgroup
>= 0);
18886 m_originalGroup
.link(group
, this);
18887 m_originalGroup
.setSubGroup((uint8
)subgroup
);
18891 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18893 LiquidData liquid_status
;
18894 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
18897 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
18898 // Small hack for enable breath in WMO
18900 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
18904 // All liquids type - check under water position
18905 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
18907 if ( res
& LIQUID_MAP_UNDER_WATER
)
18908 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
18910 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
18913 // Allow travel in dark water on taxi or transport
18914 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
18915 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
18917 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
18919 // in lava check, anywhere in lava level
18920 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
18922 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18923 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
18925 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
18927 // in slime check, anywhere in slime level
18928 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
18930 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18931 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
18933 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
18937 void Player::SetCanParry( bool value
)
18939 if(m_canParry
==value
)
18942 m_canParry
= value
;
18943 UpdateParryPercentage();
18946 void Player::SetCanBlock( bool value
)
18948 if(m_canBlock
==value
)
18951 m_canBlock
= value
;
18952 UpdateBlockPercentage();
18955 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18957 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18958 if(itr
->pos
== pos
)
18964 bool Player::CanUseBattleGroundObject()
18966 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
18967 // maybe gameobject code should handle that ForceReaction usage
18968 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
18969 return ( //InBattleGround() && // in battleground - not need, check in other cases
18970 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
18971 //player cannot use object when he is invulnerable (immune)
18972 !isTotalImmune() && // not totally immune
18973 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
18974 !HasStealthAura() && // not stealthed
18975 !HasInvisibilityAura() && // not invisible
18976 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18977 isAlive() // live player
18981 bool Player::CanCaptureTowerPoint()
18983 return ( !HasStealthAura() && // not stealthed
18984 !HasInvisibilityAura() && // not invisible
18985 isAlive() // live player
18989 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18991 uint32 level
= getLevel();
18993 if(level
> GT_MAX_LEVEL
)
18994 level
= GT_MAX_LEVEL
; // max level in this dbc
18996 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18997 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18998 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19000 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19003 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19005 if(!bsc
) // shouldn't happen
19010 if(hairstyle
!= newhairstyle
)
19011 cost
+= bsc
->cost
; // full price
19013 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19014 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19016 if(facialhair
!= newfacialhair
)
19017 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19019 return uint32(cost
);
19022 void Player::InitGlyphsForLevel()
19024 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19025 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19027 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19029 uint32 level
= getLevel();
19032 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19034 value
|= (0x01 | 0x02);
19044 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19047 void Player::EnterVehicle(Vehicle
*vehicle
)
19049 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19053 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19057 vehicle
->SetCharmerGUID(GetGUID());
19058 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19059 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19060 vehicle
->setFaction(getFaction());
19062 SetCharm(vehicle
); // charm
19063 SetFarSightGUID(vehicle
->GetGUID()); // set view
19065 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19067 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19068 GetSession()->SendPacket(&data
);
19070 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19071 data
.append(GetPackGUID());
19072 data
<< uint32(0); // counter?
19073 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19074 data
<< uint16(0); // special flags
19075 data
<< uint32(getMSTime()); // time
19076 data
<< vehicle
->GetPositionX(); // x
19077 data
<< vehicle
->GetPositionY(); // y
19078 data
<< vehicle
->GetPositionZ(); // z
19079 data
<< vehicle
->GetOrientation(); // o
19080 // transport part, TODO: load/calculate seat offsets
19081 data
<< uint64(vehicle
->GetGUID()); // transport guid
19082 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19083 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19084 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19085 data
<< float(0); // transport orientation
19086 data
<< uint32(getMSTime()); // transport time
19087 data
<< uint8(0); // seat
19088 // end of transport part
19089 data
<< uint32(0); // fall time
19090 GetSession()->SendPacket(&data
);
19092 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19093 data
<< uint64(vehicle
->GetGUID());
19094 data
<< uint32(0x00000000);
19095 data
<< uint32(0x00000000);
19096 data
<< uint32(0x00000101);
19098 for(uint32 i
= 0; i
< 10; ++i
)
19099 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19103 GetSession()->SendPacket(&data
);
19106 void Player::ExitVehicle(Vehicle
*vehicle
)
19108 vehicle
->SetCharmerGUID(0);
19109 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19110 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19111 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19114 SetFarSightGUID(0);
19116 SetClientControl(vehicle
, 0);
19118 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19119 data
.append(GetPackGUID());
19120 data
<< uint32(0); // counter?
19121 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19122 data
<< uint16(0x40); // special flags
19123 data
<< uint32(getMSTime()); // time
19124 data
<< vehicle
->GetPositionX(); // x
19125 data
<< vehicle
->GetPositionY(); // y
19126 data
<< vehicle
->GetPositionZ(); // z
19127 data
<< vehicle
->GetOrientation(); // o
19128 data
<< uint32(0); // fall time
19129 GetSession()->SendPacket(&data
);
19131 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19134 GetSession()->SendPacket(&data
);
19136 // only for flyable vehicles?
19137 CastSpell(this, 45472, true); // Parachute
19140 bool Player::isTotalImmune()
19142 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19144 uint32 immuneMask
= 0;
19145 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19147 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19148 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19154 bool Player::HasTitle(uint32 bitIndex
)
19156 if (bitIndex
> 128)
19159 uint32 fieldIndexOffset
= bitIndex
/32;
19160 uint32 flag
= 1 << (bitIndex
%32);
19161 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19164 void Player::SetTitle(CharTitlesEntry
const* title
)
19166 uint32 fieldIndexOffset
= title
->bit_index
/32;
19167 uint32 flag
= 1 << (title
->bit_index
%32);
19168 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19171 void Player::ConvertRune(uint8 index
, uint8 newType
)
19173 SetCurrentRune(index
, newType
);
19175 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19176 data
<< uint8(index
);
19177 data
<< uint8(newType
);
19178 GetSession()->SendPacket(&data
);
19181 void Player::ResyncRunes(uint8 count
)
19183 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19184 for(uint32 i
= 0; i
< count
; ++i
)
19186 data
<< uint8(GetCurrentRune(i
)); // rune type
19187 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19189 GetSession()->SendPacket(&data
);
19192 void Player::AddRunePower(uint8 index
)
19194 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19195 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19196 GetSession()->SendPacket(&data
);
19199 void Player::InitRunes()
19201 if(getClass() != CLASS_DEATH_KNIGHT
)
19204 m_runes
= new Runes
;
19206 m_runes
->runeState
= 0;
19208 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19210 SetBaseRune(i
, i
/ 2); // init base types
19211 SetCurrentRune(i
, i
/ 2); // init current types
19212 SetRuneCooldown(i
, 0); // reset cooldowns
19213 m_runes
->SetRuneState(i
);
19216 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19217 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19220 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19223 loot
.FillLoot (loot_id
,store
,this,true);
19225 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19226 for(uint32 i
= 0; i
< max_slot
; ++i
)
19228 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19230 ItemPosCountVec dest
;
19231 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19232 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19233 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19234 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19235 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19236 if(msg
!= EQUIP_ERR_OK
)
19238 SendEquipError( msg
, NULL
, NULL
);
19242 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19243 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19247 uint32
Player::CalculateTalentsPoints() const
19249 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19251 if(getClass() != CLASS_DEATH_KNIGHT
)
19252 return base_talent
;
19254 uint32 talentPointsForLevel
=
19255 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19256 + m_questRewardTalentCount
;
19258 if(talentPointsForLevel
> base_talent
)
19259 talentPointsForLevel
= base_talent
;
19261 return talentPointsForLevel
;
19264 bool Player::IsAllowUseFlyMountsHere() const
19266 if (isGameMaster())
19269 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19270 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19273 void Player::learnSpellHighRank(uint32 spellid
)
19275 learnSpell(spellid
,false);
19277 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19278 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19279 learnSpellHighRank(itr
->second
);
19282 void Player::_LoadSkills()
19284 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19286 // reset skill modifiers and set correct unlearn flags
19287 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
19289 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19291 // set correct unlearn bit
19292 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19295 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19296 if(!pSkill
) continue;
19298 // enable unlearn button for primary professions only
19299 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19300 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19302 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19304 // set fixed skill ranges
19305 switch(GetSkillRangeType(pSkill
,false))
19307 case SKILL_RANGE_LANGUAGE
: // 300..300
19308 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19310 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19311 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19317 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19318 learnSkillRewardedSpells(id
, vskill
);
19321 // special settings
19322 if(getClass()==CLASS_DEATH_KNIGHT
)
19324 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19327 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19329 base_skill
= 1; // skill mast be known and then > 0 in any case
19331 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19332 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19333 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19334 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19335 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19336 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19337 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19338 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19339 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19340 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19341 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19342 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19343 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19344 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19345 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19346 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19350 uint32
Player::GetPhaseMaskForSpawn() const
19352 uint32 phase
= PHASEMASK_NORMAL
;
19353 if(!isGameMaster())
19354 phase
= GetPhaseMask();
19357 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19358 if(!phases
.empty())
19359 phase
= phases
.front()->GetMiscValue();
19362 // some aura phases include 1 normal map in addition to phase itself
19363 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19366 return PHASEMASK_NORMAL
;
19369 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19371 ItemPrototype
const* pProto
= pItem
->GetProto();
19373 // proto based limitations
19374 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19377 // check unique-equipped on gems
19378 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19380 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19383 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19387 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19391 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19392 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19393 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19395 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19399 return EQUIP_ERR_OK
;
19402 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19404 // check unique-equipped on item
19405 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19407 // there is an equip limit on this item
19408 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19409 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19412 // check unique-equipped limit
19413 if (itemProto
->ItemLimitCategory
)
19415 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19417 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19419 if(limit_count
> limitEntry
->maxCount
)
19420 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19422 // there is an equip limit on this item
19423 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19424 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19427 return EQUIP_ERR_OK
;
19430 void Player::HandleFall(MovementInfo
const& movementInfo
)
19432 // calculate total z distance of the fall
19433 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19434 sLog
.outDebug("zDiff = %f", z_diff
);
19436 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19437 // 14.57 can be calculated by resolving damageperc formular below to 0
19438 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19439 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19440 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19442 //Safe fall, fall height reduction
19443 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19445 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19449 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19451 float height
= movementInfo
.z
;
19452 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19456 //Prevent fall damage from being more than the player maximum health
19457 if (damage
> GetMaxHealth())
19458 damage
= GetMaxHealth();
19461 if (GetDummyAura(43621))
19462 damage
= GetMaxHealth()/2;
19464 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19466 // recheck alive, might have died of EnvironmentalDamage
19468 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19471 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19472 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19477 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19479 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19482 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19484 uint32 CurTalentPoints
= GetFreeTalentPoints();
19486 if(CurTalentPoints
== 0)
19489 if (talentRank
>= MAX_TALENT_RANK
)
19492 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19497 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19502 // prevent learn talent for different class (cheating)
19503 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19506 // find current max talent rank
19507 int32 curtalent_maxrank
= 0;
19508 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19510 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19512 curtalent_maxrank
= k
+ 1;
19517 // we already have same or higher talent rank learned
19518 if(curtalent_maxrank
>= (talentRank
+ 1))
19521 // check if we have enough talent points
19522 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19525 // Check if it requires another talent
19526 if (talentInfo
->DependsOn
> 0)
19528 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19530 bool hasEnoughRank
= false;
19531 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; i
++)
19533 if (depTalentInfo
->RankID
[i
] != 0)
19534 if (HasSpell(depTalentInfo
->RankID
[i
]))
19535 hasEnoughRank
= true;
19537 if (!hasEnoughRank
)
19542 // Find out how many points we have in this field
19543 uint32 spentPoints
= 0;
19545 uint32 tTab
= talentInfo
->TalentTab
;
19546 if (talentInfo
->Row
> 0)
19548 unsigned int numRows
= sTalentStore
.GetNumRows();
19549 for (unsigned int i
= 0; i
< numRows
; i
++) // Loop through all talents.
19551 // Someday, someone needs to revamp
19552 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19553 if (tmpTalent
) // the way talents are tracked
19555 if (tmpTalent
->TalentTab
== tTab
)
19557 for (int j
= 0; j
< MAX_TALENT_RANK
; j
++)
19559 if (tmpTalent
->RankID
[j
] != 0)
19561 if (HasSpell(tmpTalent
->RankID
[j
]))
19563 spentPoints
+= j
+ 1;
19572 // not have required min points spent in talent tree
19573 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19576 // spell not set in talent.dbc
19577 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19580 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19585 if(HasSpell(spellid
))
19588 // learn! (other talent ranks will unlearned at learning)
19589 learnSpell(spellid
, false);
19590 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19592 // update free talent points
19593 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19596 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19598 Pet
*pet
= GetPet();
19603 if(petGuid
!= pet
->GetGUID())
19606 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19608 if(CurTalentPoints
== 0)
19611 if (talentRank
>= MAX_PET_TALENT_RANK
)
19614 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19619 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19624 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19629 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19634 if(pet_family
->petTalentType
< 0) // not hunter pet
19637 // prevent learn talent for different family (cheating)
19638 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19641 // find current max talent rank
19642 int32 curtalent_maxrank
= 0;
19643 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19645 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19647 curtalent_maxrank
= k
+ 1;
19652 // we already have same or higher talent rank learned
19653 if(curtalent_maxrank
>= (talentRank
+ 1))
19656 // check if we have enough talent points
19657 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19660 // Check if it requires another talent
19661 if (talentInfo
->DependsOn
> 0)
19663 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19665 bool hasEnoughRank
= false;
19666 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; i
++)
19668 if (depTalentInfo
->RankID
[i
] != 0)
19669 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19670 hasEnoughRank
= true;
19672 if (!hasEnoughRank
)
19677 // Find out how many points we have in this field
19678 uint32 spentPoints
= 0;
19680 uint32 tTab
= talentInfo
->TalentTab
;
19681 if (talentInfo
->Row
> 0)
19683 unsigned int numRows
= sTalentStore
.GetNumRows();
19684 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19686 // Someday, someone needs to revamp
19687 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19688 if (tmpTalent
) // the way talents are tracked
19690 if (tmpTalent
->TalentTab
== tTab
)
19692 for (int j
= 0; j
< MAX_TALENT_RANK
; j
++)
19694 if (tmpTalent
->RankID
[j
] != 0)
19696 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19698 spentPoints
+= j
+ 1;
19707 // not have required min points spent in talent tree
19708 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19711 // spell not set in talent.dbc
19712 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19715 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19720 if(pet
->HasSpell(spellid
))
19723 // learn! (other talent ranks will unlearned at learning)
19724 pet
->learnSpell(spellid
);
19725 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19727 // update free talent points
19728 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19731 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19733 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19736 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19738 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19742 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19744 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19745 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19748 void Player::UnsummonPetTemporaryIfAny()
19750 Pet
* pet
= GetPet();
19754 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19756 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19757 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19760 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19763 void Player::ResummonPetTemporaryUnSummonedIfAny()
19765 if(!m_temporaryUnsummonedPetNumber
)
19768 // not resummon in not appropriate state
19769 if(IsPetNeedBeTemporaryUnsummoned())
19775 Pet
* NewPet
= new Pet
;
19776 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19779 m_temporaryUnsummonedPetNumber
= 0;